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# Topic: BSP tree

 Binary space partitioning - Wikipedia, the free encyclopedia This is often overcome by using the BSP tree together with a Z-buffer, and using the Z-buffer to correctly merge movable objects such as doors and monsters onto the background scene. BSP trees are often used by 3D computer games, particularly first-person shooters and those with indoor environments. For instance, in a BSP tree used for collision detection the original object would be partitioned until each part becomes simple enough to be individually tested, and in rendering it's desirable that each part be convex so that the painter's algorithm can be used. en.wikipedia.org /wiki/BSP_tree   (1175 words)

 UnrealWiki: BSP Tree In the first phase a BSP tree of the scene is constructed (once during the level build) and in the second phase the viewpoint is compared with this structure to determine visibility. BSP trees are not a graphic object representation, but a way of partitioning space so that we can solve certain rendering requirements in an efficient manner. BSP trees are an extension of the painter's algorithm; which works by drawing all the polygons in a scene in back-to-front order, so that polygons in the background are drawn first, and polygons in the foreground are drawn over them. wiki.beyondunreal.com /wiki/BSP_Tree   (1332 words)

 Binary Space Partition Trees in 3d worlds The end goal of a BSP tree if for the hyperplanes of the leaf nodes to be trivially "behind" or "infront" of the parent hyperplane. BSP trees can be traversed very quickly (linear time) for hidden surface removal and shadow casting. The recursive BSP tree is very simple to understand because it simply performs a partition based on the current hyperplane and then recurses the the front and back leaf nodes. web.cs.wpi.edu /~matt/courses/cs563/talks/bsp/document.html   (2226 words)

 flipcode - Quake 2 BSP File Format   (Site not responding. Last check: 2007-10-10) The BSP tree is primarily used to divide the map into regions and to quickly determine which region the camera is in. BSP trees are very simple however, and they are useful for some of the other non-rendering tasks in the Quake engine. The variation of BSP tree Quake uses is actually both; the reason for this is the dual use of the BSP tree in both rendering and in collision detection. www.flipcode.com /articles/article_q2bsp.shtml   (3463 words)

 Computer Graphics FAQ's   (Site not responding. Last check: 2007-10-10) BSP tree construction is a process which takes a subspace and partitions it by any hyperplane that intersects the interior of that subspace. BSP trees are well suited to interactive display of static (not moving) geometry because the tree can be constructed as a preprocess. Each node in the BSP tree defines a partition line (this does not have be a linedef in the world but usually is) which is the equivalent to the partition plane of a 3d BSP tree. www.bergen.org /AAST/ComputerAnimation/Help_FAQs_BSPTree.html   (6404 words)

 BSP Tree Patch for POV-Ray The construction of a BSP tree entails a space/time tradeoff. The interface to the BSP tree is derived from that that is used for the BVH. The tree is constructed by selecting a splitting axis and splitting point for a node, dividing the objects into portions that intersect the left and right cells, and then recursively generating trees for the left and right portions of objects. povplace.addr.com /bsptree   (1803 words)

 BSP Trees The BSP tree classification of the eyepoint is shown as a magenta dot in the BSP tree graph. A Binary Space Partitioning Tree (or BSP Tree) is a data structure that is used to organize objects within a space. A BSP tree is a recursive sub-division of space that treats each line segment (or polygon, in 3D) as a cutting plane which is used to categorize all remaining objects in the space as either being in "front" or in "back" of that plane. symbolcraft.com /graphics/bsp/index.html   (417 words)

 Creating a BSP Tree Thereafter, the wall is placed in the bsp tree to the right of its parent wall if in the scene the wall is in front of the parent wall. The wall is placed in the bsp tree to the left of the parent wall if in the scene the wall is in back of the parent wall. If you are looking for more specifics of how to create a bsp tree, there is an excellent tutorial on this matter that includes extremely well documented Java code and several interesting (and highly recommended) applets demonstrating the code: http://www.theparticle.com. maven.smith.edu /~mcharley/bsp/createbsptree.html   (1558 words)

 Kevin Meinert :|: ComSci 518 Final Project   (Site not responding. Last check: 2007-10-10) BSP trees are popular in many application areas, in particular in computer graphics. BSP tree is a binary tree that represents a recursive partitioning of n-space. Considering BSP simply for rendering polygons it is great for interiors, but for terrain and other exterior environments it doesn't work so well (autopartitioning would not be as effective on mostly flat terrain for example). www.vrsource.org /~kevin/bsp/index.html   (1789 words)

 UnrealWiki: BSP The purpose of BSP is to greatly reduce the amount of work the game engine has to perform in real time to draw polygons on the player's screen. The BSP partitioning process is invoked by the map builder before the map is played and is known as compiling. The complexity of geometry and the BSP Tree slows the compilation process, also known as the build. wiki.beyondunreal.com /wiki/BSP   (785 words)

 BSP FAQ BSP trees can be used to compute visible fragments of polygons in a scene in at least two different ways. The beam tree originates as a description of the viewing frustum, and is in fact a special kind of BSP tree. The time complexity of rendering from a BSP built using an autopartition is the same as the spatial complexity, that is a worst case of O(n^2), and an "expected" case of O(n). www.opengl.org /resources/code/samples/bspfaq/index.html   (15694 words)

 DevMaster.net - BSP Trees: Theory and Implementation When a BSP-tree is created, one has to decide whether the need is of a balanced tree, meaning that there should not be too big a difference in depth between the left and the right sub tree of each node, or try to limit the number of splits, since each split creates new polygons. A leafy tree can be created, meaning that all polygons are put into the leaf nodes, thus the dividing polygons have to be categorized to be on one of the sides. In the left sub tree {1,2,6,7} is on the convex hull so they cannot be used as dividers. www.devmaster.net /articles/bsp-trees   (3525 words)

 BSP Trees   (Site not responding. Last check: 2007-10-10) Segments are numbered in order, and the tree is built by inserting each segment in numbered order. If a partition must be split, the front and back parts of the partition have an "f" and a "b" appended to their respective names. If the drawing of the tree becomes too large for its canvas, click and drag in that canvas to pan the tree around. pauillac.inria.fr /~levy/bsp   (380 words)

 rendering with a bsp tree There are many uses of BSP trees, one of which is rendering a scene. This is a binary space partition tree for the scene in Figure 1. F2 is a leaf node and is considered in our bsp tree to be the farthest from the viewer, so is the first wall drawn. maven.smith.edu /~mcharley/bsp/renderbsp.html   (665 words)

 BSP Tree FAQ A new experimental discussion area for BSP trees. Wade considers any personal exchange regarding BSP tree related technology to be confidential and not part of the business of Qualia, Inc. Before you can understand how DOOM uses a BSP tree to accelerate its rendering process, you have to understand how the world is represented in DOOM. www.anirudh.net /practical_training/bspfaq/whole.html   (7892 words)

 DevMaster.net - Radiosity and BSP-Tree Rendering Fortunately the optimizations we have done will in most cases reduce the cost a great deal, but it is almost impossible to say how much since it is very dependent of the structure of the tree. The left part of the image is the unrendered version of the scene, to the right the scene has been rendered with a light approximately in front of the camera. Now we have described the steps needed to complete the pre processing part of a BSP engine. www.devmaster.net /articles/radiosity   (1307 words)

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