ss7m+@andrew.cmu.edu (Steven M. Stadnicki) (06/29/91)
I'm working on a small ray tracer that uses a grid for its accelleration technique, and I can understand all the bits of traversing to the next grid cell and such, but I'm having problems scanning my primitives (spheres, polygons, and possibly cylinders and cones) into the grid... for spheres I've been trying an approximate technique, saying that the sphere lies in all cells whose centers are less than r+(sqrt(3)/2) from the center of the sphere, the sqrt(3)/2 factor being the maximum diagonal distance from the center of the cell to one of its edges; this may give a few false hits, but it seems like it ought to be okay. On the other hand, I have no good ideas on how to do polygons (just triangles and parallelograms) or cones of whatever nature... does anyone have any experience with this that they could share? It doesn't seem to get discussed in any of the papers I've looked at... Steven Stadnicki ss7m@andrew.cmu.edu