Content deleted Content added
Normanchin89 (talk | contribs) Add Graphics Gems V article "A Walk through BSP Trees" reference |
added image |
||
Line 30:
*1993 Naylor answered the question of what characterizes a good BSP tree. He used expected case models (rather than worst-case analysis) to mathematically measure the expected cost of searching a tree and used this measure to build good BSP trees. Intuitively, the tree represents an object in a multi-resolution fashion (more exactly, as a tree of approximations). Parallels with Huffman codes and probabilistic binary search trees are drawn.
*1993 Hayder Radha's Ph.D. thesis described (natural) image representation methods using BSP trees. This includes the development of an optimal BSP-tree construction framework for any arbitrary input image. This framework is based on a new image transform, known as the Least-Square-Error (LSE) Partitioning Line (LPE) transform. H. Radha's thesis also developed an optimal rate-distortion (RD) image compression framework and image manipulation approaches using BSP trees.
==Overview==
[[File:2D Binary Index.svg|thumb|An example of a recursive binary space partitioning algorithm for a 2D index.]]
Binary space partitioning is a generic process of [[recursion|recursively]] dividing a scene into two until the partitioning satisfies one or more requirements. It can be seen as a generalization of other spatial tree structures such as [[K-d tree|''k''-d trees]] and [[quadtree]]s, one where hyperplanes that partition the space may have any orientation, rather than being aligned with the coordinate axes as they are in ''k''-d trees or quadtrees. When used in computer graphics to render scenes composed of planar [[Polygon mesh|polygons]], the partitioning planes are frequently chosen to coincide with the planes defined by polygons in the scene.
|