Most efficient AABB - Ray intersection algorithm for input/output distance calculation

Posted by Tobbey on Game Development See other posts from Game Development or by Tobbey
Published on 2014-05-30T09:15:25Z Indexed on 2014/05/30 9:39 UTC
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Thanks to the following thread : most efficient AABB vs Ray collision algorithms

I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box.

In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1.

I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/

Does someone know where I can find more information on algorithm performances for the specific input/output problem ?

Thank you in advance

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