| ▲ | CyberDildonics 3 hours ago | |
In 3D this has to be dealt with in the form of polygons and I think it was common when people were using acceleration grids and kd-trees to split the polygons so they fit neatly. That being said most ray tracing seems to do bounding volume hierarchies now, so maybe a bvh is the best way to deal with things that have volume. | ||