CHAPTER 11 INTERSECTION IN 3D

This chapter contains information on computing the intersection of geometric primitives in 3D. The simplest object combinations to analyze are those for which one of the objects is a linear component (line, ray, segment). These combinations are covered in the first four sections. The next four sections cover intersections of planar components (planes, triangles, polyhedra) with other objects: one another, polyhedra, quadric surfaces, and polynomial surfaces. Two sections cover the intersection of quadric surfaces with other quadric surfaces and polynomial surfaces with other polynomial surfaces. Included is a section covering the method of separating axes, a very powerful technique for dealing with intersections ...

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