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Lecture 9: Intro to Ray-Tracing & Accelerating Ray-Scene Intersection (72)
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Fun fact: This 2D representation of bounding volumes is very similar to the rendering algorithm used by the original doom. Instead of using raycasting like the original Wolfenstein 3D by the same team, they used bounding boxes to split levels into subsections in a binary tree, rendering only what was visible to while traversing this tree until all pixels were filled on the screen!

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