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  2. Möller–Trumbore intersection algorithm - Wikipedia

    en.wikipedia.org/wiki/Möller–Trumbore...

    The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, 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. [1] Among other uses, it can be used in ...

  3. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping ...

  4. Point in polygon - Wikipedia

    en.wikipedia.org/wiki/Point_in_polygon

    This algorithm is sometimes also known as the crossing number algorithm or the even–odd rule algorithm, and was known as early as 1962. The algorithm is based on a simple observation that if a point moves along a ray from infinity to the probe point and if it crosses the boundary of a polygon, possibly several times, then it alternately goes ...

  5. Bounding volume hierarchy - Wikipedia

    en.wikipedia.org/wiki/Bounding_volume_hierarchy

    A bounding volume hierarchy ( BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes. These, in turn, are also grouped and enclosed within other larger bounding ...

  6. Ray marching - Wikipedia

    en.wikipedia.org/wiki/Ray_marching

    Ray marching. Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step. For example, in volume ray casting the function would access data points from a 3D scan. In Sphere tracing, the function estimates ...

  7. Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Phong_reflection_model

    Phong reflection is an empirical model of local illumination. It describes the way a surface reflects light as a combination of the diffuse reflection of rough surfaces with the specular reflection of shiny surfaces. It is based on Phong's informal observation that shiny surfaces have small intense specular highlights, while dull surfaces have ...

  8. Ray casting - Wikipedia

    en.wikipedia.org/wiki/Ray_casting

    Ray-cast image of idealized universal joint with shadow. Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the ...

  9. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    Bresenham's line algorithm. Bresenham's line algorithm is a line drawing algorithm that determines the points of an n -dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen ), as it uses ...