Changes between Initial Version and Version 1 of Ticket #5563, comment 3


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Timestamp:
10/05/23 14:57:18 (13 months ago)
Author:
mdavis

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  • Ticket #5563, comment 3

    initial v1  
    1 The issue is due to the inherent inaccuracy of finite-precision floating point arithmetic. There's a lot of arithmetic being carried out, so the likelihood of 2 transformed intersecting lines NOT intersecting in 3D is very high.
    2 
    3 You can't rely on topological relationships being preserved through floating-point operations. This is the essence of the well-known issue of geometrical robustness failures. The solution is usually either to use exact arithmetic (often impractical) or use tolerance values (not a panacea, but very often works).