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How I used ray casting here?

Open UQ-Raja-Ram-Aryal opened this issue 8 months ago • 0 comments

Let's make a x y z false grid from 0 to 4 inside that false grid create a voxel with center and 1.5 and size 1.0 so it start with 1.0 and end with 2.0, now ray race from below the bottom of the voxel from 0 to 4 in both x and y direction and trace the rays upward verticle everytime. trace the rays from 0.1 spacing along x and y grid. Let's orient the voxel with different angle 0 degree mean pur vertical in that case ray trace from bottom of the voxel escape from the top face. no tile the voxel with 10 degree each time again trace from the same origin and direction now you have more rays intersected because the voxle space is increase, increase the angle 20, 40, 50, 60, 70, 80, 90 in all case origin is same that is grid along x and y with ray-spacing 0.1, direction same always upward. now always get ray entry point and exit point from the voxel to calculate the ray length within that voxel, for example with 0 or 0.1 degree it will be always 1.0 but with other angles it will be less and more than 1 but sum always same. in that way i want to ray trace the voxel and calculate sum of rya length per angle and expect almost same for all angle

UQ-Raja-Ram-Aryal avatar Jul 03 '24 12:07 UQ-Raja-Ram-Aryal