Report CW 394, 18 pages, Departement of Computer Science, KU Leuven, Celestijnenlaan 200A, 3001 Heverlee, Belgium, October 2004.
We present a new and efficient method to compute the intersection point between a convex planar quadrilateral and a ray. Contrary to other methods, the bilinear coordinates of the intersection point are computed only for rays that hit the quadrilateral. Rays that do not hit the quadrilateral are rejected early. Our method is up to 40% faster compared to previous approaches.