Guide Fast Algorithms for 3D-Graphics

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In all algorithms, the additional test is the only difference for a segment instead of a ray. If it does not intersect, then it also does not intersect T and we are done. There are a number of ways to test for the inclusion of a point inside a 3D planar triangle. The algorithms given by [Badouel, ] and [O'Rourke, ] project the point and triangle onto a 2D coordinate plane where inclusion is tested.

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To implement these algorithms, one must choose a projection coordinate plane which avoids a degenerate projection. The intent is to reduce the 3D problem to a simpler 2D problem which has an efficient solution. However, there is a small overhead involved in selecting and applying the projection function.

Antialiasing - Interactive 3D Graphics

The algorithm of [Moller-Trumbore, ] MT does not project into 2D, and finds a solution using direct 3D computations. Testing with some complex models shows that the MT algorithm is faster than the one by Badouel. We present here an alternate method that also uses direct 3D computations to determine inclusion, avoiding the projection onto a 2D coordinate plane.

As a result, the code is cleaner and more compact. Like [Moller-Trumbore, ], we use the parametric equation of P relative to T , but derive a different method of solution which computes the parametric coordinates of the intersection point in the plane.

Interactive Rendering Algorithms

The parametric plane equation see: Planes in Algorithm 4 is given by:. Then, is in the triangle T when , , and.

So, given P I , one just has to find the s I , t I coordinate for it, and then check these inequalities to verify inclusion in T. And, the three vertices are given by: , , and. To solve for s I and t I , we apply the method described in Algorithm 4 for Barycentric Coordinate Computation using the " generalized perp operator on P " that we defined there.

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The final result is:. We have arranged terms so that the two denominators are the same and only need to be calculated once. Based on a count of the operations done up to the first rejection test, this algorithm is a bit less efficient than the MT algorithm, although we have not done any runtime performance comparisons. However, the MT algorithm uses two cross products whereas our algorithm uses only one, and the one we use computes the normal vector of the triangle's plane, which is needed to compute the line parameter r I.

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But, when the normal vectors have been precomputed and stored for all triangles in a scene which is often the case , our algorithm would not have to compute this cross product at all. But, in this case, the MT algorithm would still compute two cross products, and be less efficient than our algorithm. So, the preferred algorithm depends on the application. Let P 2 be a second plane through the point V 0 with the normal vector n 2.