01 // PROJECT AT A GLANCE
104INTERSECTION
CComputing 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.
PRIMARYC
DELIVERYTEAM RECORD
VERIFICATIONmake
SOURCEINSPECTOR READY
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
READING SOURCE…