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Tree Structures In Computer Graphics

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Hi there, I was just wondering if anyone would be so kind as to point me towards a few articles on implementing tree structures (binary, oct, quad, ect.), and in particular, practically applying them to uses in computer graphics. Thanks in advance.

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A kd-tree tutorial can be found here, while a overview about a couple of the structures is this
Give a look to this too, and this.
There was a paper that made a comparation between a few of these, and I'm not sure, but it may have contained even some implementation details. Unlukily, I don't remember the name of the author nor the title, but perhaps some raytracing guy could help: in this paper the author established that kd-trees are better, and that's why we all use it to our rt ;-)

I've found this on bsp.

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Oh wow, heaps of stuff! I better get reading =). Thanks a ton for the help, I really appreciate it.

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You can get this information from any data structures book, it might be better to first implement a general templated version of the data structures. Then have a crack at something a little more graphics-centric.

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Quote:
Original post by Kustaz
Oh wow, heaps of stuff! I better get reading =). Thanks a ton for the help, I really appreciate it.


Happy to know it helps. In the meantime, I've found the paper:Heuristic Ray Shooting Algorithms may not be specifically focused on what you need, but the chapters that cover the structures could be useful and interesting.
Regards.

Quote:

You can get this information from any data structures book, it might be better to first implement a general templated version of the data structures. Then have a crack at something a little more graphics-centric.

@OP: if you never implemented a simple binary tree, then I suggest to first learn them, and only as a second step trying something more complex.

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