Ray/Plane intersection is a basic intersection used in game development. It can be used for several purposes in shaders, for example, to perform raytracing, which is becoming more important every day. In this post, I’m going to not only present how to calculate the intersection but also to derive the method and show GLSL code. I’m going to work in vector form, as it’s more convenient for graphics programming.
Some computer graphics techniques require comparing pixel depths. Since the hardware already calculates and stores pixel depths, it would be ideal if we read the depths from the hardware depth buffer instead of calculating it ourselves and using extra storage.
We’re making Fantaballous moddable so users can modify and extend it. In this post we show a first advance about modding Fantaballous.
One use of AABBs in computer graphics is to approximate the shape of an object. The AABB is used to perfom fast approximated tests such as testing intersections and finding if an object is inside the view frustum. As objects are transformed (scaled, rotated and translated), we are interested in calculating the AABB of a transformed AABB.
This post derives a formula to find the intersection point of three planes that is easy and efficient to implement. It’s built on the knowledge of previous posts. This is used in computer graphics, for example, to find the corners of a view frustrum given its planes.
This post explains an easy and efficient way to implement the inverse of a 3x3 matrix. It’s based on vector operations like previous posts.
I have found that calculating the determinant of a 3x3 matrix with vector operations is easier to remember, easier to express and easier to code than the usual way it is learned.
Subscribe via RSS