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A lot of calculations can be simplified by turning this into a 2D problem, and you can do that by casting your ray along a single axis -- x, y, or z. For a given V = { Vx, Vy, Vz }, if we cast our ray along the z axis, we're effectively just checking which triangles intersect the 2D point V2 = { Vx, Vy } (projected into 2D by removing the z component). From ...



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