Re:An Interactive Explanation of Quadtrees
by ShredKazoo on Tuesday February 14, 2023 @09:40PM
(#34799344)
A B-tree does in fact have >2 children for only a single dimension.
Re:An Interactive Explanation of Quadtrees
by taeric on Tuesday February 14, 2023 @11:49PM
(#34800217)
Right. But that is more to optimize cache/block reads, right? Been way too long since I've looked at many of those details. :)
Re:An Interactive Explanation of Quadtrees
by ShredKazoo on Wednesday February 15, 2023 @03:46AM
(#34801482)
Yeah pretty much, a node in a B-Tree is designed to fill a single page of memory
Re:An Interactive Explanation of Quadtrees
by EliasLittle on Tuesday February 14, 2023 @09:38PM
(#34799326)
8 way trees are used for 3D, they’re called Octrees.
Re:An Interactive Explanation of Quadtrees
by taeric on Wednesday February 15, 2023 @08:30AM
(#34803520)
I'm now super amused with myself for not looking for "oct." Which, yeah, would have been the obvious prefix to look for.
Re:An Interactive Explanation of Quadtrees
by corysama on Tuesday February 14, 2023 @10:29PM
(#34799733)
In ray-tracing, people debate back and forth between kd-trees, octrees, quad-AABB trees, oct-AABB trees, and I’m sure there are a few more.
I think quad-AABB has been the most popular option for a while now.
Re:An Interactive Explanation of Quadtrees
by sudosysgen on Wednesday February 15, 2023 @01:40AM
(#34800797)
Generally the most popular is a BVH system between objects and a kd-Tree within objects, in my experience.
Re:An Interactive Explanation of Quadtrees
by boppo1 on Wednesday February 15, 2023 @05:31AM
(#34802068)
I'm a noob to DS&A, but I'm writing a little add-on for Blender and have come up against BVH and kd-trees. What makes one more popular for 'within objects' and the other for 'between'?
Re:An Interactive Explanation of Quadtrees
by sudosysgen on Wednesday February 15, 2023 @12:17PM
(#34807153)
BVHes handle sparsity and very large scenes with variable density very well, so they are good to be able to see which objects you might intersect. kd-Trees are much better for objects because they handle the high density of geometry very well and are thus very effective if you want to test against a million triangles in close proximity, for example.
Re:An Interactive Explanation of Quadtrees
by boppo1 on Thursday February 16, 2023 @12:52PM
(#34822416)
Thanks!
Re:An Interactive Explanation of Quadtrees
by taeric on Wednesday February 15, 2023 @08:31AM
(#34803525)
So many things to read up on, now! :D Thanks for the pointers!
That said, this implies that for 3d space, you would want 8 way trees? But, I don't think I've ever heard of that being done/used.