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AABBs

AABB stands for axis-aligned bounding box. It is a rectangular box whose edges are aligned with the coordinate axes, defined by minimum and maximum coordinates along each axis. In 3D, an AABB is described by min (xmin, ymin, zmin) and max (xmax, ymax, zmax); in 2D it is defined by (xmin, ymin) and (xmax, ymax). AABBs can also be represented by a center and extents (half-sizes).

AABBs are widely used in computer graphics, physics, and game development for fast, inexpensive broad-phase collision

Intersection tests between two AABBs rely on axis-wise overlap. In 3D, two boxes intersect if they overlap

Construction often starts from a set of points or from an object's bounding geometry by taking coordinate-wise

Limitations include loose fitting for rotated objects and potential overestimation compared with oriented bounding boxes. AABBs

detection
and
frustum
culling.
They
provide
simple
geometric
tests
that
are
cheaper
than
testing
more
complex
shapes.
Common
operations
include
testing
whether
two
AABBs
intersect,
whether
a
point
lies
inside
an
AABB,
and
computing
unions
of
boxes.
along
all
three
axes:
A.max.x
>=
B.min.x
and
A.min.x
<=
B.max.x,
and
similarly
for
y
and
z.
If
any
axis
separates
the
boxes,
they
do
not
intersect.
For
ray
tracing
or
ray-scene
queries,
a
slab
method
can
be
used
to
test
intersection
with
an
AABB
by
computing
entry
and
exit
parameters
along
each
axis
and
combining
them.
minima
and
maxima.
AABB
updating
is
cheap
for
translations
but
requires
recomputation
of
corners
(or
center/extent)
when
the
object
rotates,
since
an
axis-aligned
box
may
no
longer
tightly
bound
the
rotated
object.
remain
a
fundamental
tool
for
fast
spatial
queries
and
coarse
collision
handling.