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→{{Anchor|Timeline}}History: Seth Teller’s phd thesis |
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*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).
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*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)]].
*1992 [[Seth J. Teller|Teller]]'s Ph.D. thesis<ref>{{cite thesis |last=Teller |first=Seth |date=1992 |title=Visibility computations in densely occluded polyhedral environments |url=https://www.proquest.com/openview/80322259984cf6c676a345676ab1d74a/1?pq-origsite=gscholar&cbl=18750&diss=y |degree=Ph.D. |___location=University of California at Berkeley |access-date=June 5, 2025}}</ref> described the efficient generation of potentially visible sets as a pre-processing step to accelerate real-time visible surface determination in arbitrary 3D polygonal environments. This was used in ''[[Quake (video game)|Quake]]'' and contributed significantly to that game's performance.
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