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Fast Implementation of Geometric Algorithms

By Martin Krba

Abstract

One of the most often used calculations in computer graphics is detection of collision between ray of light and triangle on the surface of object in 3D space. This frequent usage is motivation to search for the best methods for this calculations. This thesis contains explanation of basics of this topic and also testing of methods with real input data to better and accurate comparison

Topics: intersection; triangle; paprsek; algorithm; raytracing; plane; trojůhelník; průsečík; rovina; algoritmus; ray
Publisher: Vysoké učení technické v Brně. Fakulta informačních technologií
Year: 2010
OAI identifier: oai:invenio.nusl.cz:239248
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