• 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。

    youdao

  • 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。

    youdao

  • 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。

    youdao

  • First of all, a minimum storage ray triangle intersection was introduced.

    首先介绍了一种光线与三角形求交的简洁算法。

    youdao

  • First of all, a minimum storage ray triangle intersection was introduced.

    首先介绍了一种光线与三角形求交的简洁算法。

    youdao

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