Where's this algorithm come from? Any references?

And a specific question, when the authors compute the transformation from world space to ray-triangle intersection coordinate space, what's the permutation step for?


1 Answer 1


The permutation is described in section 3.6.2, page 158-159.

A reason behind this permutation is that a shear matrix (which involves dividing z component of ray direction) is computed to transform from world space to ray triangle intersection coordinate space. Permuting the coordinates is to avoid divide-by-0 error by mapping nonzero component to +z.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Not the answer you're looking for? Browse other questions tagged or ask your own question.