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01 // PROJECT AT A GLANCE

104INTERSECTION

C

Computing where a light ray hits a sphere, a cylinder or a cone.

This is the exact computation hiding behind ray-traced 3D rendering: starting from a ray in space and determining whether it hits an object, and where. Depending on the geometry, there may be no contact point, one, or two. A high-school problem, but posed in space and solved by the machine.

A program computing the intersection points between a parameterised line and a sphere, a cylinder or a cone, through solving a quadratic equation.

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03 // KEY OUTCOMES

  • The exact computation at the heart of ray tracing
  • The discriminant as a direct geometric answer to the number of contact points

04 // SOURCE TREE

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