Abstract
The traditional quadratic formula is often presented as the way to compute the intersection of a ray with a sphere. While mathematically correct, this factorization can be numerically unstable when using floating-point arithmetic. We give two little-known reformulations and show how each can improve precision.
Original language | English |
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Title of host publication | Ray Tracing Gems |
Subtitle of host publication | High-Quality and Real-Time Rendering with DXR and Other APIs |
Editors | Eric Haines, Tomas Akenine-Möller |
Publisher | Apress |
Chapter | 7 |
Pages | 87-94 |
Number of pages | 8 |
ISBN (Electronic) | 978-1-4842-4427-2 |
ISBN (Print) | 978-1-4842-4426-5 |
DOIs | |
Publication status | Published - 2019 |
Subject classification (UKÄ)
- Computer Science