ProjectRayCast

# ProjectRayCast - CS350 Synopsis Project 3 Due March 17...

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CS350 Project 3 Due: March 17 Synopsis Implement Ray Casting with speed enhancement provided by a KD-tree built using the Surface Area Heuristic algorithm as described in class. Instructions Use the framework you have from the previous project (the BSPTree). As you extract the polygons from the scene, split each into triangles. (Just form triangles from vertices 0, 1,2, and 0,1,3, and 0,1,4, and so on.) Then these triangles can be intersected with a ray using geometry library's Ray/Triangle Intersect procedure. Place all the triangles in a KD tree and use that structure to limit the number of Ray/ Triangle intersections you need to perform. An interesting statistic you could mention in your report (or on the screen) is the percentage of the intersection calculations you actually perform. (Where the total number possible is #-rays * #-triangles.) Notes You can reverse map the pixels to world coordinates with the following OpenGL calls. See my web page for on-line OpenGL reference pages. glGetDoublev(GL_PROJECTION_MATRIX, .

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## This lab report was uploaded on 04/18/2008 for the course CS 350 taught by Professor Herron during the Spring '08 term at DigiPen Institute of Technology.

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ProjectRayCast - CS350 Synopsis Project 3 Due March 17...

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