Content deleted Content added
→Additional references: deleted duplicate reference |
→{{Anchor|Timeline}}History: completed reference |
||
Line 23:
*1983 [[Henry Fuchs|Fuchs]] et al.<ref>{{Cite book |last1=Fuchs |first1=Henry |last2=Abram |first2=Gregory D. |last3=Grant |first3=Eric D. |title=Proceedings of the 10th annual conference on Computer graphics and interactive techniques |chapter=Near real-time shaded display of rigid objects |date=1983 |language=en |publisher=ACM |pages=65–72 |doi=10.1145/800059.801134 |isbn=978-0-89791-109-2}}</ref> described a micro-code implementation of the BSP tree algorithm on an Ikonas frame buffer system. This was the first demonstration of real-time visible surface determination using BSP trees.
*1987 Thibault and Naylor<ref name="thibault87" /> described how arbitrary polyhedra may be represented using a BSP tree as opposed to the traditional b-rep (boundary representation). This provided a solid representation vs. a surface based-representation. Set operations on polyhedra were described using a tool, enabling [[constructive solid geometry]] (CSG) in real-time. This was the forerunner of BSP level design using "[[brush (video games)|brushes]]", introduced in the Quake editor and picked up in the Unreal Editor.
*1990 Naylor, Amanatides, and Thibault<ref>{{cite journal |last1=Naylor |first1=Bruce |last2=Amanatides |first2=John |last3=Thibault |first3=William |date=August 1990 |title=Merging BSP Trees Yields Polyhedral Set Operations |url=https://dl.acm.org/doi/pdf/10.1145/97880.97892 |doi=10.1145/97880.97892 |citeseerx=10.1.1.69.292|journal=ACM SIGGRAPH Computer Graphics |volume=24 |issue=4 |publisher=Association of Computing Machinery |pages=115–124 |access-date=June 5, 2025}}</ref> provided an algorithm for merging two BSP trees to form a new BSP tree from the two original trees. This provides many benefits including combining moving objects represented by BSP trees with a static environment (also represented by a BSP tree), very efficient CSG operations on polyhedra, exact collisions detection in O(log n * log n), and proper ordering of transparent surfaces contained in two interpenetrating objects (has been used for an x-ray vision effect).
*1990 [[Seth J. Teller|Teller]] and Séquin proposed the offline generation of potentially visible sets to accelerate visible surface determination in orthogonal 2D environments.
*1991 Gordon and Chen [CHEN91] described an efficient method of performing front-to-back rendering from a BSP tree, rather than the traditional back-to-front approach. They utilized a special data structure to record, efficiently, parts of the screen that have been drawn, and those yet to be rendered. This algorithm, together with the description of BSP Trees in the standard computer graphics textbook of the day (''[[Computer Graphics: Principles and Practice]]'') was used by [[John D. Carmack|John Carmack]] in the making of [[Doom (1993 video game)|''Doom'' (video game)]].
|