Bounding Volumes
Yes, this is indeed a classic Axis-Aligned Bounding Box (AABB) intersection question, which is very relevant for technical artists — especially in areas like:
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Collision detection
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Shader bounding box calculations
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AR/VR hit tests
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Culling logic
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Level-of-detail systems
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Raycasting optimizations
🔍 Problem Breakdown
You're given two AABBs defined as:
box = [left, bottom, right, top]
And you’re told:
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The boxes do not intersect if they only touch at the edges.
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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:
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Bounding boxes for visual effects triggering
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Geometry occlusion
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Placement tools
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Region-based optimizations
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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:
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Physics engines (collision vs proximity)
-
Raycasting hitboxes
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Shader region effects
-
Bounding-box culling
Want me to draw an ASCII or image diagram to show edge vs overlap visually?
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