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> brute force but should be a reasonable approximation if you
> are willing to wait a bit for all those missing rolls.
>
> Although I think you should also pick a uniform distribution
> of trace directions, otherwise you will have some unnecessary
> systematic error. But this can be fixed by
>
> http://mathworld.wolfram.com/SpherePointPicking.html
I didn't rotate 360 y and 180 relative as in polar notation,
which is what causes that common error pointed out on wolfram,
but by 360 on 3 fixed axes. The result should be uniform already?
I guess you could use Ingo's VRand_On_Sphere() from rand.inc
#local rdir = VRand_On_Sphere(rsd);
> Also, the bounding box should be extended by "threshold",
> else areas at the border only have 50% chance of hitting.
Oops, yep.
#local mn = min_extent(Obj)-thresh;
#local mx = max_extent(Obj)+thresh;
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