I'm trying to implement an octree, and for that, I need a fast AABB-ray intersection algorithm. After some searching, I came across this paper that seemed to offer that. From the source code, available here, I translated the pluecker_cls_cff function to C# as this:
public bool Intersect_2(ref RayPluecker r)
{
switch (r.Classification)...
In the context of ray/box intersection, what exactly is "a valid intersection interval"? I've been searching through different tutorials, but it seems they mostly seem to expect this as a priori knowledge.
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In openGL, I have a 3D model I'm performing a ray-triangle intersection on, using the code explained in the paper "Fast, Minimum Storage Ray/Triangle Intersection" ( http://jgt.akpeters.com/papers/MollerTrumbore97/ ).
My cursor position is unprojected into world space using the following code:
bool SCamera::unproject(Vector3 input, Ve...
I know kd-trees are traditionally used to store points, but I want to store lines instead. Would it be best to split the line at every intersection with the splitting of the kd-tree? or would storing just the end-points into kd-suffice for nearest neighbor finding?
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