Sammanfattning
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.
Originalspråk | engelska |
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Titel på värdpublikation | Ray Tracing Gems |
Undertitel på värdpublikation | High-Quality and Real-Time Rendering with DXR and Other APIs |
Redaktörer | Eric Haines, Tomas Akenine-Möller |
Förlag | Apress |
Kapitel | 7 |
Sidor | 87-94 |
Antal sidor | 8 |
ISBN (elektroniskt) | 978-1-4842-4427-2 |
ISBN (tryckt) | 978-1-4842-4426-5 |
DOI | |
Status | Published - 2019 |
Ämnesklassifikation (UKÄ)
- Datavetenskap (datalogi)