An efficient ray-polygon intersection
Graphics gems
Graphics gems IV
Fast and reliable mouse picking using graphics hardware
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Advanced gaze visualizations for three-dimensional virtual environments
Proceedings of the 2010 Symposium on Eye-Tracking Research & Applications
3D attentional maps: aggregated gaze visualizations in three-dimensional virtual environments
Proceedings of the International Conference on Advanced Visual Interfaces
WESE '11 Proceedings of the 6th Workshop on Embedded Systems Education
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Interactive display robot: projector robot with natural user interface
Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction
Hi-index | 0.00 |
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base of that vector which yields a vector (t u v)T, where t is the distance to the plane in which the triangle lies and (u, v) represents the coordinates inside the triangle.One advantage of this method is that the plane equation need not be computed on the fly nor be stored, which can amount to significant memory savings for triangle meshes. As we found our method to be comparable in speed to previous methods, we believe it is the fastest ray/triangle intersection routine for triangles which do not have precomputed plane equations.