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For some reason this is what I'm getting
```
$ ./rays
# Ray Triangle Mesh Intersection
|V| 2050
|F| 4096
Firing 1000 rays...
| Method | Time in seconds |
|:----------…
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By reading the description of function `ray_intersect_box`, I am not sure how I can check if the ray hits something inside a box.
Based on the description of AABB tree, I assume the bounding box par…
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### Context
[`public rayCast(ray: Ray, farClipDistance = Infinity): boolean`](https://github.com/excaliburjs/Excalibur/blob/c0b6cdf7c9439f840f76d3c81bc4b991ea19c357/src/engine/Collision/BoundingBox…
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#783 adds support for querying heights from a tileset at a point. However, it reports a warning - and doesn't find intersections - when the position falls within a tile that uses `EXT_mesh_gpu_instanc…
kring updated
1 month ago
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I have a question regarding the assignment requirements and testing process. I wanted to confirm if the expected output for this assignment is only a 3D yellow duck, or if there are other examples we …
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I am experiencing an issue where running ./rays ../../data/rubber-ducky.obj produces no output in the console.
![image](https://github.com/user-attachments/assets/92b13352-08f1-4de4-b806-ec29764c6b4c…
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Maybe useful: Very fast Ray-Box Intersection Algorithm
> it is suitable for fully dynamic scenes in which every voxel potentially changes every frame. These improvements can enable a dramatic incr…
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careful: if the ray or min_t lands inside the box this could still hit something stored inside the box, so this counts as a hit
From what i get we need to (i) check for ray's origin being inside th…
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There is an optimization you can make for you Triangle type, though it sort of prevents using Triangle literals.
```
type Triangle struct {
V1, V2, V3 Vector
Box Box
intersection f…
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Further accelerate ray casting performance with some BVH/space partitioning
# Thoughts on how to accomplish
Using bounding volumes, place entities into an octree. Maybe instead of a bounding sph…