Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sdd.hp.com!spool.mu.edu!munnari.oz.au!goanna!minyos.xx.rmit.oz.au!godzilla!mg From: mg@ (Mike Gigante) Newsgroups: comp.graphics Subject: Re: Triangles in uniform spatial subivision Keywords: 3DDDA, uniform spatial subdivision, ray-tracing Message-ID: Date: 13 Apr 91 07:10:45 GMT Article-I.D.: godzilla.mg.671526645 References: <1991Apr11.144339@disuns2.epfl.ch> Sender: @minyos.xx.rmit.oz.au Organization: RMIT Computer Centre, Melbourne Australia. Lines: 17 What I do is for each voxel overlapping bbox of triangle substitute each corner of voxel into plane eqn of triangle. If sign of resultant substitution is the same for all corners, then you can reject the voxel (i.e. it lies entirely on one side of the triangle) This gets rid of most of the obvious voxels, but you can still end up with some voxels that cross the *plane* of the triangle, but not containing the triangle. This is mostly a problem for long, thin triangle that are not conveniently aligned with the coordinate system. Further effort (eg performing clipping tests on the triangle for each voxel), wasn't warranted in my case as all the triangles are the result of "nice" tesselations. Now is it worth it? I am undecided, I suspect not tho' as long as you have the raytag/ray-id/mailbox optimization... Mike Gigante, RMIT