Thread: RE: [Algorithms] Ray-AABB intersection
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From: Zhang Z. S. <Zha...@ub...> - 2000-08-10 06:35:53
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There is an error in the book. But the source i downloaded from the Internet seems right. /* Check final candidate actually inside box */ if (maxT[whichPlane] < 0.) return (FALSE); for (i = 0; i < NUMDIM; i++) if (whichPlane != i) { coord[i] = origin[i] + maxT[whichPlane] *dir[i]; if (coord[i] < minB[i] || coord[i] > maxB[i]) return (FALSE); } else { coord[i] = candidatePlane[i]; } return (TRUE); /* ray hits box */ -----Original Message----- From: Pierre Terdiman [mailto:p.t...@wa...] Sent: Thursday, August 10, 2000 12:03 PM To: gda...@li... Subject: [Algorithms] Ray-AABB intersection Is there any known problem with Andrew Woo's Ray-AABB intersection code? (in Graphic Gems I). It seems to miss some intersections... (?) _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: <Chr...@Pl...> - 2000-08-10 23:57:34
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Pierre, do you need the intersection point to be calculated or are you merely interested in the boolean hit/miss result? If the latter, you can use a separating axis approach, which is quite cheap (relatively). For a description (with pseudo code), see the paper: Arthur Gregory, Ming C. Lin, Stefan Gottschalk, Russell Taylor "A Framework for Fast and Accurate Collision Detection for Haptic Interaction" Christer Ericson SCEA, Santa Monica "Pierre Terdiman" <p.t...@wa...>@lists.sourceforge.net on 08/10/2000 02:51:59 PM Please respond to gda...@li... Sent by: gda...@li... To: <gda...@li...> cc: Subject: Re: [Algorithms] Ray-AABB intersection Weird. Looks like mine, but it still doesn't work well. ......ok once again I think I'd better rederive everything from scratch and write my own, yeepa.... (sigh) ----- Original Message ----- From: Zhang Zhong Shan <Zha...@ub...> To: <gda...@li...> Sent: Thursday, August 10, 2000 8:36 AM Subject: RE: [Algorithms] Ray-AABB intersection > There is an error in the book. But the source i downloaded from the Internet > seems right. > > /* Check final candidate actually inside box */ > if (maxT[whichPlane] < 0.) return (FALSE); > for (i = 0; i < NUMDIM; i++) > if (whichPlane != i) { > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > if (coord[i] < minB[i] || coord[i] > maxB[i]) > return (FALSE); > } else { > coord[i] = candidatePlane[i]; > } > return (TRUE); /* ray hits box */ > > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: Thursday, August 10, 2000 12:03 PM > To: gda...@li... > Subject: [Algorithms] Ray-AABB intersection > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? (in > Graphic Gems I). It seems to miss some intersections... (?) > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-11 01:13:55
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Thanks! I'll have a look - I don't need the intersection point indeed. Anyway I found why Woo's code wasn't working - it was a bug, but in my code. Ok, thanks guys. ----- Original Message ----- From: <Chr...@Pl...> To: <gda...@li...> Sent: Friday, August 11, 2000 1:58 AM Subject: Re: [Algorithms] Ray-AABB intersection > > > > > Pierre, do you need the intersection point to be calculated or > are you merely interested in the boolean hit/miss result? > > If the latter, you can use a separating axis approach, which > is quite cheap (relatively). > > For a description (with pseudo code), see the paper: > > Arthur Gregory, Ming C. Lin, Stefan Gottschalk, Russell Taylor > "A Framework for Fast and Accurate Collision Detection for > Haptic Interaction" > > > Christer Ericson > SCEA, Santa Monica > > > > > > "Pierre Terdiman" <p.t...@wa...>@lists.sourceforge.net on 08/10/2000 > 02:51:59 PM > > Please respond to gda...@li... > > Sent by: gda...@li... > > > To: <gda...@li...> > cc: > Subject: Re: [Algorithms] Ray-AABB intersection > > > Weird. Looks like mine, but it still doesn't work well. > > ......ok once again I think I'd better rederive everything from scratch and > write my own, yeepa.... (sigh) > > ----- Original Message ----- > From: Zhang Zhong Shan <Zha...@ub...> > To: <gda...@li...> > Sent: Thursday, August 10, 2000 8:36 AM > Subject: RE: [Algorithms] Ray-AABB intersection > > > > There is an error in the book. But the source i downloaded from the > Internet > > seems right. > > > > /* Check final candidate actually inside box */ > > if (maxT[whichPlane] < 0.) return (FALSE); > > for (i = 0; i < NUMDIM; i++) > > if (whichPlane != i) { > > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > > if (coord[i] < minB[i] || coord[i] > maxB[i]) > > return (FALSE); > > } else { > > coord[i] = candidatePlane[i]; > > } > > return (TRUE); /* ray hits box */ > > > > -----Original Message----- > > From: Pierre Terdiman [mailto:p.t...@wa...] > > Sent: Thursday, August 10, 2000 12:03 PM > > To: gda...@li... > > Subject: [Algorithms] Ray-AABB intersection > > > > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? > (in > > Graphic Gems I). It seems to miss some intersections... (?) > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:58:01
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Weird. Looks like mine, but it still doesn't work well. ......ok once again I think I'd better rederive everything from scratch and write my own, yeepa.... (sigh) ----- Original Message ----- From: Zhang Zhong Shan <Zha...@ub...> To: <gda...@li...> Sent: Thursday, August 10, 2000 8:36 AM Subject: RE: [Algorithms] Ray-AABB intersection > There is an error in the book. But the source i downloaded from the Internet > seems right. > > /* Check final candidate actually inside box */ > if (maxT[whichPlane] < 0.) return (FALSE); > for (i = 0; i < NUMDIM; i++) > if (whichPlane != i) { > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > if (coord[i] < minB[i] || coord[i] > maxB[i]) > return (FALSE); > } else { > coord[i] = candidatePlane[i]; > } > return (TRUE); /* ray hits box */ > > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: Thursday, August 10, 2000 12:03 PM > To: gda...@li... > Subject: [Algorithms] Ray-AABB intersection > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? (in > Graphic Gems I). It seems to miss some intersections... (?) > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Akbar A. <sye...@ea...> - 2000-08-11 09:34:20
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hey, okay, i have not given this question my 48 hour lookup, review time.. but... in watt and watt "advanced animation and rendering techniques" page 70 "The net of control points forms a polyhedron in Cartesian space and the position of the points in this space controls the shape of the surface" note: "this space" -exclusive... page 72 "Deformation of a parametric surface is achieved by moving the control points that define it" ? shouldn't it say something like... sorry for the brief message, i hope you understand what i mean :) but i have to get back to reading this :D it's 4:43 am and i am on a role :D peace. akbar A. |