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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 (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.


== External links ==
== External links ==
* [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





[[Category:Computer science stub templates]]
[[Category:Computer science stub templates]]


{{Algorithm-stub}}

Revision as of 10:19, 9 January 2019

The Badouel ray-triangle intersection algorithm, named after 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.