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Re:Enumerating Trees (2013) by exDM69 on Saturday September 15, 2018 @02:00AM (#17993197)
Enumeration techniques can be really useful in surprising situations.

I am working on a planetary terrain rendering system for a game about spaceflight. The technique is based on conforming quadtrees but at no point there is an actual tree structure, it is encoded in a single integer. Starting from an origin point, the tree is traversed by moving to the adjacent subtree or parent node using simple bit twiddling.

The goal is to write a vertex shader than can efficiently generate triangle number n in quadtree m. This will be then fed to tesselation shaders for LOD subdivision.

Re:Enumerating Trees (2013) by espeed on Saturday September 15, 2018 @03:19AM (#17993374)
Have you seen the VDB tree...?

VDB: High-Resolution Sparse Volumes with Dynamic Topology (Academy Award Winning data structure)

http://www.museth.org/Ken/Publications_files/Museth_TOG13.pd...

OpenVDB is an open-source C++ implementation with Python wrappers: https://ken.museth.org/OpenVDB.html

https://github.com/dreamworksanimation/openvdb

Ken works at SpaceX now, but a few years ago he gave a lecture on VDB at the Berkeley Institute for Data Science (BIDS)...

OpenVDB: An Open Source Data Structure and Toolkit for High-Resolution Volumes [video] https://www.youtube.com/watch?v=7hUH92xwODg