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Bounding Sphere Computation

This is a technique for quickly computing the approximate bounding sphere for a set of points.
The key (after an initial heuristic fit) is to incrementally add points by setting the new bounding sphere to be the bounding sphere of the old bounding sphere and the new point. After adding all the points, you will have a reasonably close bounding sphere for all existing samples.
This is described more precisely in the paper here:
https://www.researchgate.net/publication/242453691_An_Efficient_Bounding_Sphere
Find the Unity3D implementation here:
https://github.com/zalo/MathUtilities/blob/master/Assets/BSH/BoundingSphere.cs