Early Rejection
The performance of ray casting is determined by how efficiently ray object intersections
can be determined. Let's rethink the series of computations used to determine the ray-sphere
intersection while looking for ways to eliminate unnecessary work.
Step 1:
Thus, we can test if (v - r) is greater than the closest intersection thus far, tbest.
If it is then this intersection cannot be closer. We can use this test to avoid the rest of the intersection
calculation.
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