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| | Binary space partitioning - Wikipedia, the free encyclopedia |
 | | BSP trees are often used by 3D computer games, particularly first-person shooters and those with indoor environments. |  | | BSP trees will split up objects so that the painter's algorithm will draw them correctly without need of a Z-buffer and eliminate the need to sort the objects as a simple tree traversal will yield them in the correct order. |  | | Originally, this approach was proposed in 3D computer graphics to increase the rendering efficiency. |
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http://en.wikipedia.org/wiki/Binary_space_partitioning
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| | Binary tree - Wikipedia, the free encyclopedia |
 | | One common use of binary trees is binary search trees; another is binary heaps. |  | | Binary trees can also be stored as an implicit data structure in arrays, and if the tree is a complete binary tree, this method wastes no space. |  | | In computer science, a binary tree is a tree data structure in which each node has at most two children. |
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http://en.wikipedia.org/wiki/Binary_tree
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| | Binary Space Partitioning (BSP) and its use in 3-D Rendering |
 | | Rendering using BSP trees is also done using a recursive algorithm. |  | | The main disadvantage of bsp trees is that the entire map must be static (non-moving) - if part of it moved, the entire tree would have to be rebuilt. |  | | This is one of the advantages of BSP - once the calculations are performed they do not need to be done again, unless the map is changed - BSP only allows 'static' maps, or ones that do not move. |
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http://elswanko.vm.bytemark.co.uk/~fraggle/stuffage/uni/bsp
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| | DevMaster.net - Advanced Graphics Algorithms |
 | | The use of a BSP tree greatly reduces the set of polygons that need to be processed during these techniques, resulting in algorithms that perform considerably faster: O(n2) algorithms are reduced to O(n*log n), and O(n) algorithms are reduced to O(log n). |  | | Binary Space Partitioning trees were originally formulated as a means of quickly and correctly sorting a set of polygons into a depth order - a visible surface determination algorithm. |  | | The primary drawback of portal-based techniques is that the use of binary space partitions is more efficient and offers a host of additional features that cannot be implemented as effectively in portal-based algorithms. |
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http://www.devmaster.net/articles/graphics_alg
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| | 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. |  | | Ray Tracing with BSP Trees: Graphics Gems III by David Kirk |
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http://www.symbolcraft.com/graphics/bsp
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| | binary star - Columbia Encyclopedia article about binary star |
 | | There are binary systems in which one member is a pulsar pulsar, in astronomy, a neutron star that emits brief, sharp pulses of energy instead of the steady radiation associated with other natural sources. |  | | Although most binary stars have distance between them, the components of W Ursae Majoris binaries are actually in contact with each other, their mutual gravity distorting their shapes into teardrops. |  | | binary star or binary system, pair of stars that are held together by their mutual gravitational attraction and revolve about their common center of mass. |
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http://columbia.thefreedictionary.com/binary+star
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| | Binary Space Partitioning Trees FAQ |
 | | BSP trees are well suited to interactive display of static (not moving) geometry because the tree can be constructed as a preprocess. |  | | Incremental construction Incremental construction of a BSP Tree is the process of inserting convex polytopes into the tree one by one. |  | | BSP trees are extremely versatile, because they are powerful sorting and classification structures. |
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http://www.faqs.org/faqs/graphics/bsptree-faq
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| | [No title] |
 | | The BSP data file allows binary space partitioning information for a polygonal model to be represented. |  | | An index of -1 indicates a null index and indicates that the BSP tree is terminated at that link. |  | | A knowledge of Binary Space Partitioning principles is assumed. |
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http://www.themekit.com/bsp.txt
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| | Space Partitioning: binary or octal? - GameDev.Net Discussion Forums |
 | | If i choose binary partitioning, this problem is solved, as if the object fits none of the two child nodes, it should always be drawn each time any of the children sectors are visible. |  | | I think the binary tree is the least efficient and should only be used in special cases where you really need it. |  | | Using binary trees is the easiest way, but i think its worth putting in the extra effort to use either a quadtree or an octree. |
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http://www.gamedev.net/community/forums/topic.asp?topic_id=205140&whichpage=1&
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| | Binary Space Partitioning Trees |
 | | The BSP (binary space partition) tree is pre-calculated in advance. |  | | These constituent parts (a1, b3, etc) are calculated during the BSP tree creation process, - they are known to the algorithm only as either 'a' of 'b', etc. However, for the purposes of this document, their constituent parts will be listed. |  | | Below is a diagram showing a simple room to which the BSP tree algorithm can be applied. |
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http://easyweb.easynet.co.uk/~mrmeanie/bsp/bsp.htm
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| | BSP technical details for Dummies |
 | | To understand what binary space partitioning is, break down the word into its pieces: Partitioning, or separation, binary, or two, as in two-sided, and space, or existantial area. |  | | A: BSP is an acronym for Binary Space Partitioning, which is an efficient way of doing many things in a 2D or 3D world, including location approximation, sorted rendering, and collision detection. |  | | A: Basically, a BSP tree is created by adding each partition to the tree one at a time. |
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http://qxx.planetquake.gamespy.com/bsp
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| | Algorithm |
 | | Like the depth-sort algorithm, the BSP tree algorithm performs intersection and sorting entirely at object precision, and relies on the image-precision overwrite capabilities of a raster device. |  | | The BSP tree's root is a polygon selected from those to be displayed; the algorithm works correctly no matter which is picked. |  | | Remarkably, the BSP tree can be traversed in a modified in-order tree walk to yield a correct priority-ordered polygon list for an arbitrary viewpoint. |
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http://www.phys.uu.nl/~0307467/docs/bsp2.htm
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| | Binary space Partitioning for Previewing UNIGRAFIX Scenes |
 | | The binary space partition algorithm by Fuchs et al. |  | | For further information concerning use of UC Berkeley documents for other than research or instructional purposes, contact the Computer Science Division at the University of California at Berkeley, tr-cs@cs.berkeley.edu. |
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http://sunsite.berkeley.edu/TechRepPages/CSD-86-280
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| | [No title] |
 | | Creating the BSP Tree is fairly straightforward and involves using a recursive function to subdivide the level. |  | | A 3D BSP Tree is different from its cousin, the 2D BSP Tree in just a few ways. |  | | Let’s calculate a BSP Tree for this level. |
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http://www.3dtechdev.com/tutorials/leafbsp/3dbsptrees.html
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| | Franklin & Marshall - Binary Space Partitioning Tree |
 | | A binary space partitioning tree is a binary tree, each node of which contains a subdivision of the space, and the leaves of which contain subdivisions which contain only one object (or a part thereof). |  | | The query is: "which objects in the space are intersected by a line drawn in the space?" One of the movies pauses to pose questions to the viewer. |  | | Franklin and Marshall - Binary Space Partitioning Tree |
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http://www.fandm.edu/x9466.xml
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| | Computer Graphics at IIT-Delhi |
 | | A new algorithm based on conical partitioning of space is being used to improve on current approaches for shadow generation. |  | | In our approach, the polygons are maintained in a space partitioning structure called the separating plane partition tree which is a variation of the traditional binary space partition (BSP) tree. |  | | This project aimed at developing a new technique for dynamic binary space partitioning with applications to the dynamic hidden surface removal problem of polygons. |
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http://www.cse.iitd.ernet.in/~skapoor/visualc
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| | [Exaflop.org] Binary Space Partitioning Trees |
 | | For example if you were to pick a polygon that split almost every other polygon in the tree the size of the bsp tree will increase rapidly. |  | | In a perfect world we could test all possibilities but, try to imagine how many combinations there would be even in a simple 1000 polygon bsp tree. |  | | In this section I will demonstrate how you can use the bsp tree I created to get a perfectly z sorted scene from any viewpoint. |
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http://www.exaflop.org/docs/naifgfx/naifbsp.html
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| | Binary Space Partitioning for Hidden Surface Removal |
 | | The binary space partitioning (BSP) tree, used for hidden surface removal, falls into the categories of priority list and object space algorithm. |  | | Since our BSP tree effectively stores the relative position of polygons, then at run-time we know whether a given polygon, P, in a node of the tree potentially obscures a polygon, Q, in the tree. |  | | This is obvious as far as the BSP tree creation process is concerned, since no underlying line divides the scene without intersecting, thus subsequently splitting, a line segment. |
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http://www.btinternet.com/~dradamjames/PHD/bsp.html
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| | Conflict Neutralization on Binary Space Partitioning (Abstract) |
 | | However, the BSP algorithm generally increases the number of polygons in a scene due to its splitting stage resulting in a detrimental effect on the priority ordering and more significantly, the display calculations (shading, lighting, shadows, etc.) of the rendering pipeline. |  | | The Binary Space Partitioning (BSP) tree achieves fast hidden surface removal for most practical applications where an observer can move through a scene of static objects. |  | | We present the Conflict Neutralization algorithm which attempts to reduce the number of splits more effectively than existing techniques whilst maintaining the ‘standard’ model of a BSP tree. |
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http://www.eg.org/EG/CGF/volume19/issue2/cgf451.html
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| | Creating a BSP Tree |
 | | Though a bsp can be used for collision detection, too, the author of that applet wanted to show how just the rendering element of using bsp trees. |  | | If you are interested in implementing a binary space partitioning tree, definitely check out the site above. |  | | Output: a binary search partitioning tree of S |
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http://maven.smith.edu/~mcharley/bsp/createbsptree.html
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| | Find in a Library: Three-dimensional binary space partitioning tree and constructive solid geometry tree construction ... |
 | | Three-dimensional binary space partitioning tree and constructive solid geometry tree construction from algebraic boundary representations |  | | Find in a Library: Three-dimensional binary space partitioning tree and constructive solid geometry tree construction from algebraic boundary representations |  | | WorldCat is provided by OCLC Online Computer Library Center, Inc. on behalf of its member libraries. |
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http://worldcatlibraries.org/wcpa/ow/64dcaa6f1acfd607a19afeb4da09e526.html
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| | Game Development Resource Library::Theory |
 | | The purpose of this document is to provide answers to Frequently Asked Questions about Binary Space Partitioning (BSP) Trees. |
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http://www.game-development.net/Game-Programming/Theory
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| | BSP Tutorial |
 | | We now have a leaf based BSP tree. |  | | You can do it the opposite way but it's just easier to remember it this way. |  | | This is what our BSP tree looks like now. |
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http://www.oracledbaexpert.com/BSPTrees/BinarySpacePartitioningTrees.html
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| | Binary space Partitioning for Previewing UNIGRAFIX Scenes |
 | | Abstract: The binary space partition algorithm by Fuchs et al. |  | | In this way, one can easily pick the "best" viewing parameters for rendering the scene on hard copy devices, using the relatively slow scan-line based renderers provided by the UNIGRAFIX system. |
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http://techreports.lib.berkeley.edu/accessPages/CSD-86-280.html
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| | [No title] |
 | | 1 compare to hyerplanes instead of pointsì ÿÿ h / î X / â (( b Y â (( b ì ÿÿ è 0 î Ø 0 ã 4 (( @ ý• | | |