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Re:Geometric Algorithms for Translucency Sorting in Minecraf... by ANighRaisin on Thursday December 25, 2025 @05:08PM (#46387341)
Binary Space partitioning (https://en.wikipedia.org/wiki/Binary_space_partitioning) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake.

This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community. https://scratch.mit.edu/projects/1203675921 is an example of such a project.

Re:Geometric Algorithms for Translucency Sorting in Minecraf... by ANighRaisin on Thursday December 25, 2025 @05:11PM (#46387351)
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by SiempreViernes on Friday December 26, 2025 @11:20AM (#46393459)
Man Dust in 1.6! At first instantly familiar but then things didn't make sense and I realise I was in an alien land.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by seg_lol on Friday December 26, 2025 @02:41PM (#46395416)
Within 2 seconds I knew exactly where this was and I haven't played in 20 years. Dust is forever.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by CamperBob2 on Thursday December 25, 2025 @05:52PM (#46387554)
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by user____name on Friday December 26, 2025 @06:56AM (#46391276)
It works, it may just degenerate into a worst case scenario, and this particular scenario is pretty common in minecraft.

I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.

Re:Geometric Algorithms for Translucency Sorting in Minecraf... by taneq on Friday December 26, 2025 @11:16AM (#46393431)
For rendering voxel data like in a minecraft world I’d think an octree would be the go-to data structure.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by douira on Friday December 26, 2025 @01:36PM (#46394807)
Hi, it’s me, the author. In this thesis the focus was on techniques that don’t involve splitting the geometry into pieces, and the objects in Figure 4.2 can’t be partitioned without splitting. In later iterations of the implementation I have added splitting and I’ve detailed this in a talk I gave at Blanketcon 2025 (https://douira.dev/assets/document/presentation-blanketcon25...), but the algorithm still attempts to avoid it as much as possible since it can explode the amount of quads in the worst case.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by djmips on Friday December 26, 2025 @12:55AM (#46389555)
BSP was not used in Doom and Quake for rendering translucency.
Re:Geometric Algorithms for Translucency Sorting in Minecraf... by taneq on Friday December 26, 2025 @11:10AM (#46393383)
Okay. BSP trees were the basis of the Doom WAD format and were used for visible surface determination and depth sorting, though. Seems relevant.