f

#### Bounding box of Triangle / AABB intersection

```Hi,

I've been looking for a fast triangle/AABB intersection algorithm that
will return the bounding box of the intersecting region (if there is
any). I'm aquainted with Tomas Moller's excellent code, but extracting
the intersection positions didn't seem to extend naturally from it -
and I wondered whether a different algorithm might be more applicable.

Best Regards

Matt

``` 0 11/27/2006 5:00:37 PM comp.graphics.algorithms  6674 articles. 1 followers. 1 Replies 520 Views Similar Articles

[PageSpeed] 25

```You could try the routine from the book "Real Time Collision Detection"
on page 169. It basically uses a separating axis test, where the axes
correspond to the 3 face normals of the AABB, the face normal of the
triangle, the 9 cross product axes from the combination of the previous
2.

There are robustness issues with this routine, namely when the cross
product is 0.

Jason

``` 0 11/27/2006 5:17:03 PM Similar Artilces:

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Hi, I'm trying to figure out Moller triangle triangle intersection test. Here's a quick pdf. http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/tritri.pdf The problem is I'm stuck at equation 4: I don't understand how Moller figures out the parametric value t1 from the similar triangles. Any tips will be greatly appreciated! Thanxs DuritzTheRealOne@gmail.com wrote: > Hi, > > I'm trying to figure out Moller triangle triangle intersection test. > Here's a quick pdf. > > http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/tritri.pdf > > The problem is I'm stuck at equation 4: I don't understand how Moller > figures out the parametric value t1 from the similar triangles. > > Any tips will be greatly appreciated! > > Thanxs > What you need to be aware of is that there are two types of projections. Firstly, in order to find the intersection parameters on an edge of a triangle you need to project the edge's vertices onto the normal of triangle (i.e. the signed distance computation). With these parameters you could compute the 3D points of intersection and then project them onto the line L. However, Moeller performs these two steps in one step by using the intersection parameter (d0 / (do - d1)) directly onto the projected vertices. I'm not sure if you gain anything by doing this but that's another issue. Does this make sense? Gino van den Bergen www.dtecta.com On 13 Lug, 12:45, Gin...

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I wonder if there's any robust 3D triangle-triangle intersection predicate? I am dealing with triangular mesh with very small and close triangles. It seems that the most widely used 3D triangle-triangle intersection routine is Tomas Moller's routine. I've tried his code, but it didn't produce robust results for my cases. For example, there are two triangles: REAL V0 = {29.433118660881500971981949987821, 32.03032197612869680369840352796, 24} ; REAL V1 = {29.433118660881500971981949987821, 32.03032197612869680369840352796, 29.5} ; REAL V2 = {32.583610623198097755448543466628, 28.819408716276900150887740892358, 29.5} ; REAL U0 = {29.433118660881401495998943573795, 32.03032197612869680369840352796, 19.3000000000000007105427357601} ; REAL U1 = {29.433118660881500971981949987821, 32.03032197612869680369840352796, 22} ; REAL U2 = {32.583610623198097755448543466628, 28.819408716276900150887740892358, 19.3000000000000007105427357601} ; Moller's routine has an epsilon threshold. The above triangles are actually pretty far apart, but they are nearly coplanar. If Moller's routine think they the coplanar, then it would correctly claim they don't intersect. But the routine is very... Web resources about - Bounding box of Triangle / AABB intersection - comp.graphics.algorithms Intersection (set theory) - Wikipedia, the free encyclopedia
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