Badouel intersection algorithm: Difference between revisions
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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. |
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. |
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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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{{Uncategorized|date=June 2017}} |
Revision as of 15:56, 6 June 2017
![]() | This article needs more links to other articles to help integrate it into the encyclopedia. (June 2017) |
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
- Ray-Polygon Intersection An Efficient Ray-Polygon Intersection by Didier Badouel from Graphics Gems I
This article has not been added to any content categories. Please help out by adding categories to it so that it can be listed with similar articles. (June 2017) |