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In computer graphics, the slab method is an algorithm used to solve the ray-box intersection problem in case of an axis-aligned bounding box (AABB), i.e. to determine the intersection points between a ray and the box.
A bounding box is the intersection of orthogonally oriented bounding slabs. Bounding slabs have been used to speed up ray tracing [ 3 ] A bounding triangle in 2-D is quite useful to speedup the clipping or visibility test of a B-Spline curve.
The architecture uses dedicated hardware units called Ray Accelerators to perform ray-box and ray-triangle intersection tests, which are crucial for traversing Bounding Volume Hierarchies (BVH). [9] In RDNA 2 and 3, the shader is responsible for traversing the BVH, while the Ray Accelerators handle intersection tests for box and triangle nodes ...
A cast ray is first tested for an intersection with the bounding volume, and then if there is an intersection, the volume is recursively divided until the ray hits the object. The best type of bounding volume will be determined by the shape of the underlying object or objects.
A bounding interval hierarchy (BIH) is a partitioning data structure similar to that of bounding volume hierarchies or kd-trees.Bounding interval hierarchies can be used in high performance (or real-time) ray tracing and may be especially useful for dynamic scenes.
Minimum bounding box (Smallest enclosing box, Smallest bounding box) 2-D case: Smallest bounding rectangle (Smallest enclosing rectangle) There are two common variants of this problem. In many areas of computer graphics, the bounding box (often abbreviated to bbox) is understood to be the smallest box delimited by sides parallel to coordinate ...
Defining programs for ray generation (e.g. rays can be shot in parallel, in a perspective fashion or like a gradient field), ray missing (when a ray doesn't intersect any object), an optional exception program (when the ray cannot be shot for some reason), a bounding box program (the program that provides a bounding box intersection test for a ...
Most implementations of the ray casting algorithm consecutively check intersections of a ray with all sides of the polygon in turn. In this case the following problem must be addressed. If the ray passes exactly through a vertex of a polygon, then it will intersect 2 segments at their endpoints. While it is OK for the case of the topmost vertex ...