Lecture 07: Ray intersection. Closest hit

Computer graphics in Game development

Ivan Belyavtsev

6.11.2020

Sphere intersection algorithm

From: [1]

Plane intersection algorithm

From: [1]

Möller-Trumbore algorithm

From: [1]

[2]

Möller-Trumbore algorithm

  • find vectors for two edges sharing vert
  • calculate determinant \(edge1 \cdot (dir \times edge2)\)
  • if determinant is near zero, ray lies in plane of triangle - no intersection
  • calculate barycentrics

[2]

“Möller-Trumbore algorithm” experiment

TODO

  • Implement sphere intersection
  • Implement MT algorithm

“Möller-Trumbore algorithm” experiment

Reference

From: https://github.com/djbelyak/basic-of-ray-tracing\

“Möller-Trumbore algorithm” experiment

What is the new knowledge?

  • How to implement intersection function for primitives
  • How to implement closes hit function

References

1.
McGuire M. The graphics codex. 2.14 ed. Casual Effects, 2018.
2.
Möller T., Trumbore B. Fast, minimum storage ray-triangle intersection // J. Graph. Tools. USA: A. K. Peters, Ltd., 1997. Vol. 2, № 1. P. 21–28.
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