Fast, minimum storage ray/triangle intersection

@article{AkenineMller1997FastMS,
  title={Fast, minimum storage ray/triangle intersection},
  author={Tomas Akenine-M{\"o}ller and Ben Trumbore},
  journal={J. Graphics, GPU, & Game Tools},
  year={1997},
  volume={2},
  pages={21-28}
}
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base of that vector which yields a vector (t u v)T, where t is the distance to the plane in which the triangle lies and (u, v) represents the coordinates inside the triangle.One advantage of this method is that the plane equation need not be computed on the fly nor be stored, which can amount to significant memory savings for triangle meshes. As… CONTINUE READING
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