Badouel intersection algorithm: Difference between revisions
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The '''Badouel [[ray (geometry)|ray]]-[[triangle]] intersection [[algorithm]]''', named after 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. |
The '''Badouel [[ray (geometry)|ray]]-[[triangle]] intersection [[algorithm]]''', named after its 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. |
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== External links == |
== External links == |
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* [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 |
* [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 |
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[[Category:Computational geometry]] |
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{{Algorithm-stub}} |
{{Algorithm-stub}} |
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[[Category:Geometry]] |
Latest revision as of 19:55, 13 August 2023
This article needs additional citations for verification. (January 2019) |
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.
External links
[edit]- Ray-Polygon Intersection An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I