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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]
A bounding box or minimum bounding box (MBB) is a cuboid, or in 2-D a rectangle, containing the object. In dynamical simulation, bounding boxes are preferred to other shapes of bounding volume such as bounding spheres or cylinders for objects that are roughly cuboid in shape when the intersection test needs to be fairly accurate. The benefit is ...
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.
In geometry, an intersection is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the line–line intersection between two distinct lines , which either is one point (sometimes called a vertex ) or does not exist (if the lines are parallel ).
A hitbox is an invisible shape commonly used in video games for real-time collision detection; it is a type of bounding box. It is often a rectangle (in 2D games) or cuboid (in 3D) that is attached to and follows a point on a visible object (such as a model or a sprite). Circular or spheroidial shapes are also common, though they are still most ...
This test also works in three dimensions. One simple way of finding whether the point is inside or outside a simple polygon is to test how many times a ray, starting from the point and going in any fixed direction, intersects the edges of the polygon. If the point is on the outside of the polygon the ray will intersect its edge an even number ...
In geometry, a vertex (pl.: vertices or vertexes) is a point where two or more curves, lines, or edges meet or intersect. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedra are vertices. [1] [2] [3]
In collision detection or ray tracing, a scene may be divided up into primitives on which collision or ray intersection tests are straightforward. Binary space partitioning arose from computer graphics needing to rapidly draw three-dimensional scenes composed of polygons.
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