star-2d

Contour structuring for efficient 2D geometric queries
git clone git://git.meso-star.fr/star-2d.git
Log | Files | Refs | README | LICENSE

commit e55048b2657e71f6eb48c321ca8cbe7c2e41ce94
parent 2c6070b6c135084ea3356ebe57a2e5cd61b7038a
Author: Vincent Forest <vincent.forest@meso-star.com>
Date:   Thu, 17 Sep 2020 11:28:57 +0200

Update the README overview

Diffstat:
MREADME.md | 31++++++++++++++++---------------
1 file changed, 16 insertions(+), 15 deletions(-)

diff --git a/README.md b/README.md @@ -2,21 +2,22 @@ ## Overview -Star-2D is a C/C++ library whose purpose is to manage a virtual 2D environment -composed of line segments. The resulting virtual world can then be ray-traced -and sampled, providing an efficient way to deal with geometric data of -arbitrary 2D contents. Actually, Star-2D internally manages the 2D scene -through 3D primitives whose Z component is assumed to be 0 or infinity. The -scene ray-tracing can thus be performed in the XY 2D plane or in fictive 3D -world where a line segment is actually a plane extruded to [-infinity, -+infinity] along the Z dimension. To ensure high ray tracing efficiency, the -Star-2D back-end heavily relies on the -[IntelĀ® Rendering Framework](https://software.intel.com/sdvis): -[Embree](https://embree.github.io) -library that provides several ray-tracing kernels optimized for a wide range of -data workloads. The target users of Star-2D are thus programmers that have to -efficiently deal with complex 2D environment as numerical simulation engineers -or researchers in complex systems. +Star-2D is a C library that manages a virtual 2D environment composed of line +segments. The resulting virtual scene can then be accessed through +*ray-tracing*, *uniform sampling* or *closest point query*, providing an +efficient way to deal with geometric data of arbitrary 2D contents. To ensure +the efficiency of these operators, Star-3D internally relies on [Intel(R) +Rendering Framework](https://software.intel.com/en-us/rendering-framework): +[Embree](https://embree.github.io) that provides highly optimized acceleration +structures as well as traversal kernels for a wide range of data workloads. + +To query the scene data one has to create a *view* of the scene. On its +creation, the view internally builds data structures required by the +aforementioned access operators. These data structures are built from the scene +geometry as defined at the moment of the view creation; a view is thus +insensitive to scene updates following its creation. This means that several +views can be used to register different states of the same scene, giving to the +caller a great flexibility to manage the scene data. ## Install