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.
|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|
|Number of pages||8|
|Publication status||Published - 2019|
Subject classification (UKÄ)
- Computer Science