Path: utzoo!attcan!uunet!convex!killer!ames!vsi1!versatc!ritter From: ritter@versatc.UUCP (Jack Ritter) Newsgroups: comp.graphics Subject: Ray tracing: ray-object intersection Keywords: Ray Tracing, Intersection, Trivial Rejection Message-ID: <522@versatc.UUCP> Date: 30 Sep 88 17:19:50 GMT Organization: Versatec, Santa Clara, Ca. 95051 Lines: 28 A simple method for fast ray tracing has occurred to me, and I haven't seen it in the literature, particularly Procedural Elements for Computer Graphics. It is a way to trivially reject rays that don't intersect with objects. It works for primary rays only (from the eye). It is: Do once for each object: compute its minimum 3D bounding box. Project the box's 8 corners unto pixel space. Surround the cluster of 8 pixel points with a minimum 2D bounding box. (a tighter bounding volume could be used). To test a ray against an object, check if the pixel through which the ray goes is in the object's 2D box. If not, reject it. It sure beats line-sphere minimum distance calculation. Surely this has been tried, hasn't it? -- The ultimate realization: everything is everything. (I should know.) Jack Ritter, S/W Eng. Versatec, 2805 Bowers Av, Santa Clara, CA 95051 Mail Stop 1-7. (408)982-4332, or (408)988-2800 X 5743 UUCP: {pyramid,mips,vsi1,arisia}!versatc!ritter