Fichier texte en cours : Ray, AABB and Intersections.txt






- https://web.archive.org/web/20090803054252/http://tog.acm.org/resources/GraphicsGems/gems/RayBox.c

- http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm

- https://tavianator.com/fast-branchless-raybounding-box-intersections/

- https://gamedev.stackexchange.com/questions/18436/most-efficient-aabb-vs-ray-collision-algorithms

- https://stackoverflow.com/questions/19150215/3d-screenspace-raycasting-picking-directx9

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"In 3D geometry, t often stands for the position on a line of some point. Lines are often defined by x0 + n*t,
where x0 is a point on the line (often the "origin"), and n is the direction vector of the line.
t_min and t_max are the t values for two intersection points"



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- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/

- https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm