https://en.wikipedia.org/w/index.php?action=history&feed=atom&title=Badouel_intersection_algorithm
Badouel intersection algorithm - Revision history
2025-05-30T06:59:54Z
Revision history for this page on the wiki
MediaWiki 1.45.0-wmf.3
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=1170217209&oldid=prev
Altenmann at 19:55, 13 August 2023
2023-08-13T19:55:01Z
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The '''Badouel [[ray (geometry)|ray]]-[[triangle]] intersection [[algorithm]]''', named after<ins style="font-weight: bold; text-decoration: none;"> its</ins> inventor [[Didier Badouel]], is a fast method for calculating the [[Intersection (Euclidean geometry)|intersection]] of a ray and a triangle in three [[dimension]]s without needing precomputation of the [[plane equation]] of the [[plane (geometry)|plane]] containing the triangle.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html Ray-Polygon Intersection] An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I</div></td>
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Altenmann
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=970027880&oldid=prev
Elinruby: added Category:Geometry; removed {{uncategorized}} using HotCat
2020-07-28T20:06:24Z
<p>added <a href="/wiki/Category:Geometry" title="Category:Geometry">Category:Geometry</a>; removed {{uncategorized}} using <a href="/wiki/Wikipedia:HC" class="mw-redirect" title="Wikipedia:HC">HotCat</a></p>
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Elinruby
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=969851587&oldid=prev
Bamyers99: /* External links */ uncategorized
2020-07-27T19:24:23Z
<p><span class="autocomment">External links: </span> uncategorized</p>
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Bamyers99
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=969789981&oldid=prev
GhostInTheMachine: the stub template already adds a cat
2020-07-27T12:47:01Z
<p>the stub template already adds a cat</p>
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GhostInTheMachine
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=877546456&oldid=prev
Veryproicelandic: added some links, removed that flag, cleaned up the syntax... changed noref flag to refimprove- 1 external link... moved stub to bottom...
2019-01-09T10:19:08Z
<p>added some links, removed that flag, cleaned up the syntax... changed noref flag to refimprove- 1 external link... moved stub to bottom...</p>
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<td class="diff-marker"><a class="mw-diff-movedpara-left" title="Paragraph was moved. Click to jump to new location." href="#movedpara_7_2_rhs">⚫</a></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The <del style="font-weight: bold; text-decoration: none;">''</del>'''Badouel ray-triangle intersection algorithm<del style="font-weight: bold; text-decoration: none;">''</del>''', named after<del style="font-weight: bold; text-decoration: none;"> its</del> inventor [[Didier Badouel]], is a fast method for calculating the intersection of a ray and a triangle in three <del style="font-weight: bold; text-decoration: none;">dimensions</del> without needing precomputation of the plane equation of the plane containing the triangle.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The '''Badouel <ins style="font-weight: bold; text-decoration: none;">[[</ins>ray<ins style="font-weight: bold; text-decoration: none;"> (geometry)|ray]]</ins>-<ins style="font-weight: bold; text-decoration: none;">[[</ins>triangle<ins style="font-weight: bold; text-decoration: none;">]]</ins> intersection <ins style="font-weight: bold; text-decoration: none;">[[</ins>algorithm<ins style="font-weight: bold; text-decoration: none;">]]</ins>''', named after inventor [[Didier Badouel]], is a fast method for calculating the <ins style="font-weight: bold; text-decoration: none;">[[Intersection (Euclidean geometry)|</ins>intersection<ins style="font-weight: bold; text-decoration: none;">]]</ins> of a ray and a triangle in three <ins style="font-weight: bold; text-decoration: none;">[[dimension]]s</ins> without needing precomputation of the <ins style="font-weight: bold; text-decoration: none;">[[</ins>plane equation<ins style="font-weight: bold; text-decoration: none;">]]</ins> of the <ins style="font-weight: bold; text-decoration: none;">[[</ins>plane<ins style="font-weight: bold; text-decoration: none;"> (geometry)|plane]]</ins> containing the triangle.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html Ray-Polygon Intersection] An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I</div></td>
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Veryproicelandic
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=872744670&oldid=prev
Sadenar40000: added template algorithm stub
2018-12-08T22:49:58Z
<p>added template algorithm stub</p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''''Badouel ray-triangle intersection algorithm''''', named after its inventor [[Didier Badouel]], 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.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''''Badouel ray-triangle intersection algorithm''''', named after its inventor [[Didier Badouel]], 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.</div></td>
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Sadenar40000
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=788926295&oldid=prev
BigHaz: Added {{unreferenced}} tag to article (TW)
2017-07-04T09:21:38Z
<p>Added {{<a href="/wiki/Template:Unreferenced" title="Template:Unreferenced">unreferenced</a>}} tag to article (<a href="/wiki/Wikipedia:TW" class="mw-redirect" title="Wikipedia:TW">TW</a>)</p>
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BigHaz
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=788296122&oldid=prev
The Rambling Man: added Category:Algorithms; removed {{uncategorized}} using HotCat
2017-06-30T17:03:26Z
<p>added <a href="/wiki/Category:Algorithms" title="Category:Algorithms">Category:Algorithms</a>; removed {{uncategorized}} using <a href="/wiki/Wikipedia:HC" class="mw-redirect" title="Wikipedia:HC">HotCat</a></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html Ray-Polygon Intersection] An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I</div></td>
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The Rambling Man
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=787152006&oldid=prev
Astapor12: bolding
2017-06-23T19:11:33Z
<p>bolding</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:11, 23 June 2017</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The ''Badouel ray-triangle intersection algorithm'', named after its inventor [[Didier Badouel]], 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.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The <ins style="font-weight: bold; text-decoration: none;">'''</ins>''Badouel ray-triangle intersection algorithm<ins style="font-weight: bold; text-decoration: none;">'''</ins>'', named after its inventor [[Didier Badouel]], 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.</div></td>
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Astapor12
https://en.wikipedia.org/w/index.php?title=Badouel_intersection_algorithm&diff=784123155&oldid=prev
Josve05a: cleanup, added uncategorised, underlinked tags using AWB
2017-06-06T15:56:02Z
<p>cleanup, added <a href="/wiki/CAT:UNCAT" class="mw-redirect" title="CAT:UNCAT">uncategorised</a>, <a href="/wiki/CAT:UL" class="mw-redirect" title="CAT:UL">underlinked</a> tags using <a href="/wiki/Wikipedia:AWB" class="mw-redirect" title="Wikipedia:AWB">AWB</a></p>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The ''Badouel ray-triangle intersection algorithm'', named after its inventor [[Didier Badouel]], 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.</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The ''Badouel ray-triangle intersection algorithm'', named after its inventor [[Didier Badouel]], 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.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== External links ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html Ray-Polygon Intersection] An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html Ray-Polygon Intersection] An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I</div></td>
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Josve05a