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# How can the intersection between a Ray and a Cube be checked?

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To check the intersection between a ray and a cube, we can use the following algorithm:

1. Determine the origin and direction of the ray.
2. Determine the minimum and maximum values of the cube's bounding box in each dimension (x, y, and z).
3. If the ray's direction is parallel to any of the cube's faces in any dimension, then it cannot intersect the cube.
4. For each dimension, calculate the distance from the ray's origin to the minimum and maximum values of the cube's bounding box.
5. Calculate the t-values for each dimension by dividing the distance by the ray's direction in that dimension.
6. Determine the minimum and maximum t-values among the three dimensions.
7. If the minimum t-value is greater than the maximum t-value, then the ray does not intersect the cube.
8. If the maximum t-value is negative, then the intersection point is behind the ray's origin and therefore cannot be seen.
9. Otherwise, the intersection point is the position of the ray at the minimum t-value.

If the intersection point is within the cube's bounding box, then the ray intersects the cube.

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