Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!elroy.jpl.nasa.gov!decwrl!deccrl!bloom-beacon!eru!hagbard!sunic!mcsun!cernvax!chx400!chx400!sicsun!disuns2!/!moreillo From: moreillo@disuns2.epfl.ch (Guy Moreillon) Newsgroups: comp.graphics Subject: Triangles in uniform spatial subivision Keywords: 3DDDA, uniform spatial subdivision, ray-tracing Message-ID: <1991Apr11.144339@disuns2.epfl.ch> Date: 11 Apr 91 12:43:39 GMT Sender: news@disuns2.epfl.ch Reply-To: moreillo@disuns2.epfl.ch (Guy Moreillon) Organization: Ecole Polytechnique Federale de Lausanne Lines: 17 I've got a problem concerning space subdivision and triangles: Let's say the space is subdivided in NxNxN voxels. The length, width and height of the voxels need not be equal, most likely there're not. Now, let's consider a triangle in that space. My question is : how do I find ALL the voxels that the triangle cuts? When I mean cut, I mean that the list of the voxels in which you can find a corner of the triangle will not do. If a part of the triangle goes through a voxel, then that voxel has to be in the list. I guess one could use some kind of incremental algorithm (like a 3DDDA, but I was wondering if there wasn't something niftier around... Anyone got any idea ? Guy Moreillon moreillo@disun20.epfl.ch moreillon@eldi.epfl.ch