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SketchpunkLabs | WebGL2 : 074 : Voxel Ray Intersection @SketchpunkLabs | Uploaded 6 years ago | Updated 2 days ago
Today we learn how to use a ray to find all the voxels that a ray intersects within a voxel chunk. We use the popular "Fast Voxel Traversal" algorithm to determine all the voxels that the ray traverses. We then add to it by also getting the intersection points and normal direction for each voxel. When all said and done, we can use this to select any voxel in the chunk to do whatever we'd like.

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Links of Interest

http://www.cse.chalmers.se/edu/year/2010/course/TDA361/grid.pdf

http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml

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WebGL2 : 074 : Voxel Ray IntersectionWebGL2 : 078 : Stamina WheelPrototyping Video Textures on CubeWebGL2 : 112 : Quaternion Hinge Constraint / LimitWebGL2 : 097 : ECS P1: Components and EntitiesWebGL2 : 113 : Quaternion Ball Constraint / Limit001 : A Triangle : WebGL 2 WebGPUWebGL2 : 111 : Quaternion Cone ConstraintFun with WebGL 2.0 : 033 : Barycentric Coordinates and WireframesWebGL2 : 100 : ECS P4: Input HandlinggetSource : Bezier Splines in 2D and 3DWebGL 2 : 049 : Ray Cylinder / Capsule Intersection

WebGL2 : 074 : Voxel Ray Intersection @SketchpunkLabs