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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!