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Watertight ray-triangle intersection following the paper by Woop, Benthin, and Wald.

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Watertri

A Rust implementation of the ray-triangle intersection algorithm described in:

Sven Woop, Carsten Benthin, and Ingo Wald. "Watertight ray/triangle intersection." Journal of Computer Graphics Techniques (JCGT) 2.1 (2013): 65-82.

The code is rather straight-forward and lacks optimizations such as SIMD. It also does not perform backface culling.

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Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

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Watertight ray-triangle intersection following the paper by Woop, Benthin, and Wald.

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License

Apache-2.0, MIT licenses found

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