<aside> 💡 如何用光线和盒子求交,来加速光线和场景的求交?

</aside>

Uniform Spatial Partitions (Grids)

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/f498e681-b7b2-4955-b1b8-35ca2af1d7ea/Untitled.png

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/2e8ed4f2-d093-49b9-a376-98b48b6ce082/Untitled.png

这里图有误,右上角应该小球的地方也是灰色的

这里图有误,右上角应该小球的地方也是灰色的

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/60a51353-fd28-4f84-8ee4-11dd60cc791d/Untitled.png

认为光线与格子求交很快,与物体求交较慢

在箭头处,如果发现光线穿过的格子有物体,会做一个光线和物体的求交,没有交点则忽略,有交点则表示与物体相交(红点处)。

<aside> 💡 怎么样考虑格子的大小呢

</aside>

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/b5066ade-8f91-499f-8f18-bdb05af48a8c/Untitled.png

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/df9d636f-bd92-4d69-ab25-7f326d332986/Untitled.png

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/508209ab-8fbd-4418-a476-bfbf263d8b62/Untitled.png

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/65fd0c3e-bc8d-44a0-a52a-a1c89b879dc4/Untitled.png

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/ee38b6ce-38c7-4394-9bd8-9a831dc1fa46/Untitled.png

Spatial Partitions

分布稀疏的地方少用格子,分布密集的地方多用格子。

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/384eed38-1315-49cb-89f7-f70093083993/Untitled.png

空间分成树的形式,但人们不太用八叉树,因为八叉树与维度有关系,二维的就是四叉树。人们发明了一个办法,能让空间得到划分,且跟维度没关系——KD-Tree。