P is ray origin, D direction. How do I calculate tx, ty(s)? This is for octree raycast. The primary goal is to get 1st intersection voxel (v) then second (v") and so on.
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\$\begingroup\$ See answer here. Closing as duplicate. \$\endgroup\$Engineer– Engineer2021-05-15 17:48:25 +00:00Commented May 15, 2021 at 17:48
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\$\begingroup\$ Does this answer your question? fast 3d point -> cuboid volume intersection test \$\endgroup\$Engineer– Engineer2021-05-15 17:49:05 +00:00Commented May 15, 2021 at 17:49
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\$\begingroup\$ @Engineer the answer points to a book and dead link for source code. Not really an answer. \$\endgroup\$Janis Taranda– Janis Taranda2021-05-15 17:51:54 +00:00Commented May 15, 2021 at 17:51
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\$\begingroup\$ Not a full answer either, but this video might help. youtube.com/watch?v=NbSee-XM7WA \$\endgroup\$Jonathan S.– Jonathan S.2021-05-15 18:12:25 +00:00Commented May 15, 2021 at 18:12
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\$\begingroup\$ This is probably the algorithm being referred to elsewhere. \$\endgroup\$DMGregory– DMGregory ♦2021-05-15 19:12:49 +00:00Commented May 15, 2021 at 19:12
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