Hi, the fast method wasn't based on existing papers. It works using triangle-triangle intersection between two BVH trees, those intersections are used to perform cut the geometry with additional functionality to handle holes in faces. Ray-casting is then used to determine what is inside/outside.
On Fri, Nov 26, 2021 at 2:39 AM Ahmed Hesham via Bf-committers <bf-committers@blender.org> wrote: > > Hello, > > I am going through the code that does the Booleans mesh intersection. I > understand that the new “exact mode” is using the method outlined in the > paper “Mesh Arrangements for Solid Geometry”, by Zhou, Grinspun, Zorin, > Jacobson – Siggraph 2016, as documented here: > https://developer.blender.org/T67744 > > However, I was wondering about the older “fast mode”. Is the implementation > used outlined by any further research papers or documentation, or should I > just step through the code? > > Appreciate any pointers. > > Thanks, > Ahmed > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > List details, subscription details or unsubscribe: > https://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell _______________________________________________ Bf-committers mailing list Bf-committers@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-committers