uncleflo

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Some cool dude. Higher order of decision making. Absolute.

Registered since September 28th, 2017

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Tag selected: intersection.

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Same Side Technique, Point in triangle test

http://www.blackpawn.com/texts/pointinpoly/

Saved by uncleflo on February 22nd, 2015.

A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

opengl intersection triangle 3d plane ray algorithm normal suggestion research occur surface implementation cpp development howto article reference solution explanation


Ray(/segment)-triangle intersection tests for dummies :P

http://hugi.scene.org/online/hugi25/hugi%2025%20-%20coding%20corner%20graphics,%20sound%20&%20synchronization%20ken%20ray-triangle%20intersection%20tests%20for%20dummies.htm

Saved by uncleflo on February 22nd, 2015.

There are various ray-tri tests around. I'll describe a few of the most interesting ones because I think that there's no "definitive" ray-tri intersection. Much depends on the type of application you're going to develop. Some methods are faster if most of the tests are positive (hit), some if they are not (early rejection). Some use lots of memory to precalculate as much as possible so they are very fast for scenes with no cache-hit problems (for examples in scenes with not so many, big triangles and spatial subdivision), while others use less memory and no precalc. etc... The precalculation option is often important so I'll talk about it more here. There are two kinds of precalculations that could be useful: per-frame precalculation (something that can be precalculated for the entire scene, for every triangle, and that just needs to be updated if the triangles are animated, if it changes their position in the next frame). The other type is per-ray-bundle precalculation.

opengl intersection triangle 3d plane ray algorithm normal suggestion research occur surface implementation cpp development howto article reference solution explanation


Calculating reflected ray

http://paulbourke.net/geometry/reflected/

Saved by uncleflo on February 22nd, 2015.

This short note gives the equation for a reflected ray as used in many computer rendering applications, eg: ray tracing. Given a ray Ri incident at a point on a surface with normal N one wishes to determine the reflected ray from that point. The geometry and nomenclature is given in the following diagram.

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graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

Saved by uncleflo on February 22nd, 2015.

When writing a ray tracer, sooner or later you’ll stumble on the problem of reflection and transmission. To visualize mirror-like objects, you need to reflect your viewing rays. To simulate a lens, you need refraction. While most people have heard of the law of reflection and Snell’s law, they often have difficulties with actually calculating the direction vectors of the reflected and refracted rays. In the following pages, exactly this problem will be addressed. As a bonus, some Fresnel equations will be added to the mix, so you can actually calculate how much light is reflected or transmitted (yes, it’s possible). At the end, you’ll have some usable formulas to use in your latest ray tracer.

animation reference computer graphics ray tracer reflection refraction paper theory lens mirror transmission color light 3d plane normal implementation howto intersection math mathematics


Intersections of Rays, Planes and Triangles (3D)

http://geomalgorithms.com/a06-_intersect-2.html

Saved by uncleflo on February 22nd, 2015.

The intersection of the most basic geometric primitives was presented in the Algorithm 5 about Intersections of Lines and Planes. We will now extend those algorithms to include 3D triangles which are common elements of 3D surface and polyhedron models. We only consider transversal intersections where the two intersecting objects do not lie in the same plane. Ray and triangle intersection computation is perhaps the most frequent nontrivial operation in computer graphics rendering using ray tracing. Because of its importance, there are several published algorithms for this problem (see: [Badouel, 1990], [Moller & Trumbore, 1997], [O'Rourke, 1998], [Moller & Haines, 1999]). We present an improvement of these algorithms for ray (or segment) and triangle intersection. We also give algorithms for triangle-plane and triangle-triangle intersection.

opengl intersection triangle 3d plane ray algorithm normal suggestion research occur surface implementation cpp development howto article reference solution explanation


Ray / Triangle intersection code - Math and Physics - GameDev.net

http://www.gamedev.net/topic/447861-ray--triangle-intersection-code/

Saved by uncleflo on December 7th, 2014.

Hallo, Im working on the collision detection part of my program and have it partially working. Right now it works in some cases, but fails in other A triangle made like this works.

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