Binary space partitioning: Difference between revisions

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== Application ==
BSP trees are often used by 3D [[video game]]s, particularly [[first-person shooter]]s and those with indoor environments. [[Game engine]]s using BSP trees include the [[Doom engine|Doom (id Tech 1)]], [[Quake engine|Quake (id Tech 2 variant)]], [[GoldSrc]] and [[Source (game engine)|Source]] engines. In them, BSP trees containing the static geometry of a scene are often used together with a [[Z-buffer]], to correctly merge movable objects such as doors and characters onto the background scene. While binary space partitioning provides a convenient way to store and retrieve spatial information about polygons in a scene, it does not solve the problem of [[Hidden surface determination|visible surface determination]]. However,
BSP trees have also been applied to image compression.<ref>H. Radha, M. Vetterli and R. Leonardi, "Image compression using binary space partitioning trees," in ''IEEE Transactions on Image Processing'', vol. 5, no. 12, pp. 1610-1624, Dec. 1996, doi: 10.1109/83.544569.</ref>
 
==See also==