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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.

License

Licensed under either of

at your option.

Contribution

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.