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This lecture covers the implicit and explicit methods for ray-triangle intersection, including constructing the triangle's supporting plane, using barycentric coordinates, and understanding the subtle distinction between points and vectors. It also introduces the concept of affine and convex combinations of points, along with the ratio of signed areas. The lecture concludes with a brief overview of other primitives like cylinders, cones, and meshes, and a sneak peek into the ray tracing pipeline. Recommended literature includes 'Fundamentals of Computer Graphics' and 'Physically Based Rendering'.
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