Rewrote the sphere/ray intersection tests in a where there is one there is many approach.
重写球光线交叉测试位置,这些位置有多个实现方法。
A fast intersection algorithm for ray and NURBS surface is presented. The algorithm bases on the Newton iteration solution for equation set.
提出了一种基于牛顿迭代法解方程组的射线和NURBS曲面求交算法。
To do this, the ray must be tested for intersection against objects in the scene.
要做到这点,需要测定光线与场景中物体的交点。
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