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zurekx

Ray-Torus intersection

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I'm building a ray tracer and now I'd like to be able to render a torus. Which is the best way of checking ray-torus intersection? Should I solve the (quartic) equation analytically, or use some numerical method? In that case, which?

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Well, you could start by trying this code by Jochen Schwarze. You might need to lower the epsilon value though (found some posts that mentioned 1e-30). If you experience "black holes" in your torus, you might need to do something more advanced.

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