"Kenneth" <kdw### [at] gmailcom> wrote:
> 2) Perhaps the 'shoot-from point' (or from *multiple* points)
I would think it would HAVE to be multiple points - because
(a) if it were just a single point, then
(1) it wouldn't make any sense, as there would only ever be one ray
(2) and/or you'd get a solid wedge of sorts
(b) if you only "scan" along that single vector - let's say, starting from any
point along the other object's bounding box - then how do you handle the case(s)
where the triangle being tested is perfectly parallel to the ray?
How many intersection would it be calculated as?
This suggests that a similar mechanism might be used in reverse to take a
non-mesh object and construct a point cloud where the ray-[object]surface
intersection points are. Then "just" triangulate the point cloud.
Post a reply to this message
|