Line intersection with convex and un-convex polygons or polyhedron algorithms are well known as line clipping algorithms and very often used in computer graphics. Rendering of geometrical problems often leads to ray tracing techniques, when an intersection of many lines with spheres or quadrics is a critical issue due to ray-tracing algorithm complexity. A new formulation of detection and computation of the intersection of line (ray) with a quadric surface is presented, which separates geometric properties of the line and quadrics that enables pre-computation. The presented approach is especially convenient for implementation with SSE instructions or on GPU
翻译:直线与锥形和非锥形多边形或多元面算法交叉的线条与锥形和非锥形多边形或多元面算法是众所周知的线条剪切算法,并经常用于计算机图形中。几何问题往往导致射线追踪技术,因为由于射线追踪算法的复杂性,许多线条与球体或四面体的交叉是一个关键问题。提出了一种探测和计算线线条(射线)与四面面线交叉的新的配方,将线条的几何特性与能够进行计算前的四面体区分开来。提出的方法特别便于使用SSE指令或GPU执行。