Ray Casting - Computational Geometry Setting

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.

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