Essential ray tracing algorithms
2.Ray/sphere intersection and mapping
2.1 Intersection of the sphere – Algebraic Solution
calculate the intersection of the sphere and one ray from algebraic perspective
2.2 Intersection of the sphere – Geometric Solution
Use some geometric properties to deduce the computation amount.
2.3 Comparison of algebraic and geometric solution
Algebraic solution uses many replicate calculation like add first and subtract later while geometric solutions reduces this procedure. They in fact are internal unity.
I think there are others approaches in algebraic and geometric to speed up the ray tracing.
2.4 Precision problems
four methods are introduced in float-point calculations when solving intersections.
2.5 Spherical inverse mapping
map the sphere into one plane
3.1 Ray/plane intersection
Given a plane normal, origin and director of one ray, find the intersection on the plane.
Note: Two-sided plane and one-sided plane are different when finding the intersection.
3.2 Polygon Intersection
Finding if one point on a plane is inside a polygon in that plane.
- Jordan Curve Theorem: two types introduced in the book, it determines whether the intersection is inside the polygon.
3.3 Convex quadrilateral Inverse mapping
Obtain the location of a point within the convex quadrilateral. Just give the conclusion no derivation.
Triangle inverse mapping is a special case.
Tell you how to determine if the ray intersects the box but don’t tell you why.
5.Ray/Quadric intersection and mapping
5.1 Ray/Quadric Intersection
Give quadric equation to solve the intersection.
A guide to efficiency concern and floating point arithmetic imprecision.
5.2 Standard Inverse Mapping.
- others do not have std inverse mapping