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  2. Möller–Trumbore intersection algorithm - Wikipedia

    en.wikipedia.org/wiki/Möller–Trumbore...

    The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, is a fast method for calculating the intersection of a ray and a triangle in three dimensions without needing precomputation of the plane equation of the plane containing the triangle. [1]

  3. Slab method - Wikipedia

    en.wikipedia.org/wiki/Slab_method

    Each pair of parallel planes defines a slab, and the volume contained in the box is the intersection of the three slabs. Therefore, the portion of ray within the box (if any, given that the ray effectively intersects the box) will be given by the intersection of the portions of ray within each of the three slabs. [3]

  4. Intersection (geometry) - Wikipedia

    en.wikipedia.org/wiki/Intersection_(geometry)

    The intersection points are: (−0.8587, 0.7374, −0.6332), (0.8587, 0.7374, 0.6332). A line–sphere intersection is a simple special case. Like the case of a line and a plane, the intersection of a curve and a surface in general position consists of discrete points, but a curve may be partly or totally contained in a surface.

  5. Cone tracing - Wikipedia

    en.wikipedia.org/wiki/Cone_tracing

    Differential cone-tracing, considering a differential angular neighborhood around a ray, avoids the complexity of exact geometry intersection but requires a LOD representation of the geometry and appearance of the objects. MIPmapping is an approximation of it limited to the integration of the surface texture within a cone footprint.

  6. Vertex (geometry) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(geometry)

    The vertex of an angle is the point where two rays begin or meet, where two line segments join or meet, where two lines intersect (cross), or any appropriate combination of rays, segments, and lines that result in two straight "sides" meeting at one place.

  7. Ray casting - Wikipedia

    en.wikipedia.org/wiki/Ray_casting

    Ray-cast image of idealized universal joint with shadow. Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the ...

  8. Bounding volume - Wikipedia

    en.wikipedia.org/wiki/Bounding_volume

    A k-DOP is the Boolean intersection of extents along k directions. Thus, a k-DOP is the Boolean intersection of k bounding slabs and is a convex polytope containing the object (in 2-D a polygon; in 3-D a polyhedron). A 2-D rectangle is a special case of a 2-DOP, and a 3-D box is a special case of a 3-DOP.

  9. Line-cylinder intersection - Wikipedia

    en.wikipedia.org/wiki/Line-cylinder_intersection

    Green line has two intersections. Yellow line lies tangent to the cylinder, so has infinitely many points of intersection. Line-cylinder intersection is the calculation of any points of intersection, given an analytic geometry description of a line and a cylinder in 3d space. An arbitrary line and cylinder may have no intersection at all.