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*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).
*1991 [[Seth J. Teller|Teller]] and Séquin<ref>{{cite journal |last1=Teller |first1=Seth J. |last2=Séquin |first2=Carlo H. |date=July 1, 1991 |title=Visibility preprocessing for interactive walkthroughs |url=https://dl.acm.org/doi/abs/10.1145/127719.122725 |journal=ACM SIGGRAPH Computer Graphics |volume=25 |issue=4 |publisher=Association of Computing Machinery |pages=61–70 |access-date=June 5, 2025}}</ref> proposed the offline generation of potentially visible sets to accelerate visible surface determination in orthogonal 2D environments.
*1991 Gordon and Chen<ref>{{cite
*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.
*1993 Naylor<ref>{{cite journal |last1=Naylor |first1=Bruce |date=1993 |title=Constructing good partitioning trees |url=https://www.researchgate.net/profile/Bruce-Naylor/publication/2492209_Constructing_Good_Partitioning_Trees/links/55cc86be08aea2d9bdce442d/Constructing-Good-Partitioning-Trees.pdf |journal=Graphics Interface |publisher=Canadian Information Processing Society |pages=181–191 |access-date=June 5, 2025}}</ref> 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<ref>{{cite thesis |last=Radha |first=Hayder |date=1993 |title=Efficient image representation using binary space partitioning trees |url=https://www.proquest.com/openview/a80bc19b1374b928afa8844a8ed05ef4/1?pq-origsite=gscholar&cbl=18750&diss=y |degree=Ph.D. |publisher=Columbia University |access-date=June 5, 2025}}</ref> 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==
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