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I've been playing around with some realtime voxel ray-tracing stuff, and I
ran into a problem: given a ray and an octree level (8 ajacent equal-sized
cubes), what is the fastest way to find an in-order traversal of the cubes
that the ray passes through (you can assume that the cubes are in some
convenient place, say from -1 to 1 in all axes, since I can perform a
transform on the ray to get the cubes in place)? I tried an algorithm that
was optimized for large a*b*c voxel sets, but I only want 2*2*2. I'm
thinking there's a way to do it with a lookup table of some sort, but I
haven't been able to figure it out yet. Thanks for your help.
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