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CyberDildonicstoday at 5:56 PM0 repliesview on HN

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.