Computational Geometry Setting
In computational geometry, the ray casting problem is also known as the ray shooting problem and may be stated as the following query problem. Given a set of objects in d-dimensional space, preprocess them into a data structure so that for each query ray the first object hit by the ray can be found quickly. The problem has been investigated for various settings: space dimension, types of objects, restrictions on query rays, etc. One technique is to use a sparse voxel octree.
Read more about this topic: Ray Casting
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