Path: utzoo!mnetor!uunet!mcvax!dutrun!winffhp From: winffhp@dutrun.UUCP (Frits Post) Newsgroups: comp.graphics Subject: Help Wanted: Filling Voxels Message-ID: <198@dutrun.UUCP> Date: 25 Feb 88 14:05:24 GMT Reply-To: winffhp@dutrun.UUCP (ruud waij) Organization: Delft University of Technology, The Netherlands Lines: 30 My ray tracing program, which can display the primitives block, sphere cone and cylinder, uses spatial enumeration of the object space (subdivision in regularly located cubical cells (voxels)) to speed up computation. The voxels each have a list of primitives. If the surface of a primitive is inside a voxel, this primitive will be put in the list of the voxel. I am currently using bounding boxes around the primitives: if part of the bounding box is inside the voxel, the surface of the primitive is said to be inside the voxel. This is a very easy method but also very s-l-o-w. I am trying to find a better way of determining whether the surface of a primitive is in a voxel or not, but I am not very succesful. Does anyone out there have any suggestions ? Thanks in advance, ruud waij UUCP: dutrun!winffhp -- ...mcvax!dutrun!frits Faculty of Mathematics and Informatics Delft University of Technology