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Bounding Volumes

 

3D_Math_Bounding_Volumes_2D_AABB_OBB.png

 

Yes, this is indeed a classic Axis-Aligned Bounding Box (AABB) intersection question, which is very relevant for technical artists — especially in areas like:

  • Collision detection

  • Shader bounding box calculations

  • AR/VR hit tests

  • Culling logic

  • Level-of-detail systems

  • Raycasting optimizations

🔍 Problem Breakdown

You're given two AABBs defined as:

box = [left, bottom, right, top]

And you’re told:

  • The boxes do not intersect if they only touch at the edges.

  • They must have area of overlap (i.e., true intersection, not adjacency).

✅ Intersection Logic

Two AABBs intersect if and only if:

not (
    box1.right <= box2.left or
    box1.left >= box2.right or
    box1.top <= box2.bottom or
    box1.bottom >= box2.top
)

🧠 Why Tech Artists Should Know This

Tech artists frequently deal with:

  • Bounding boxes for visual effects triggering

  • Geometry occlusion

  • Placement tools

  • Region-based optimizations

  • Unity/Unreal custom tools

Even shaders can use similar logic for intersection checks in screen space or world space.


Would you like a Python example for this, or maybe a visual explanation or diagram?

 

Great question — this is a key detail in many AABB problems, especially for tech artists dealing with precision and hitboxes.

🔷 What It Means:

When the problem says:

"The boxes do not intersect if they only touch at the edges"

…it means boxes must share actual area (non-zero width and height of overlap) to count as "intersecting."

✅ Intersecting

Two boxes intersect if they overlap inside — like this:

+---------+
|         |
|   A     |
|    +---------+
|    |    B    |
+----+---------+

Here, A and B overlap partially, so it's an intersection.


❌ Not Intersecting — Edge Touch

Boxes that just touch on the side like this:

+-----+
|  A  |
+-----+
      +-----+
      |  B  |
      +-----+

Here, box A’s right side equals box B’s left side — they touch, but do not overlap, so this is not an intersection.

Same applies if they touch top to bottom, or at corners.


🧠 Tech Artist Analogy

Think of this like placing two tiles next to each other on a grid. If they’re only flush, there's no actual shared area — they’re adjacent, not overlapping.

This matters a lot in:

  • Physics engines (collision vs proximity)

  • Raycasting hitboxes

  • Shader region effects

  • Bounding-box culling


Want me to draw an ASCII or image diagram to show edge vs overlap visually?