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Ray casting
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== Computational geometry setting == {{Expand section|date=May 2010}} In [[computational geometry]], the ray casting problem is also known as the '''ray shooting problem''' and may be stated as the following query problem: given a set of objects in ''d''-dimensional space, preprocess them into a [[data structure]] so that for each query ray, the initial object hit by the ray can be found quickly. The problem has been investigated for various settings: space dimension, types of objects, restrictions on query rays, etc.<ref>"Ray shooting, depth orders and hidden surface removal", by Mark de Berg, Springer-Verlag, 1993, {{ISBN|3-540-57020-9}}, 201 pp.</ref> One technique is to use a [[sparse voxel octree]].
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