Quantcast
Channel: Game Rendering » Spatial Data Structure
Browsing all 3 articles
Browse latest View live

Image may be NSFW.
Clik here to view.

Octree

Octrees are one of many ways to divide the space into smaller volumes structured in a tree. This is useful for culling objects while rendering or for finding collisions between objects. First cover the...

View Article



Image may be NSFW.
Clik here to view.

Quadtree

Nearly the same as a Octree but instead of dividing the space in cuboids in 3D it’s rectangles in 2D space. This is useful for rendering terrain and you want to cull a lot of the terrain fast. A visual...

View Article

Image may be NSFW.
Clik here to view.

Uniform Grid

This is maybe the easiest way to manage the objects in a scene and is also often a very good choice. It’s a simple uniform grid with equally sized cells/buckets/patches (or whatever you want to call...

View Article
Browsing all 3 articles
Browse latest View live




Latest Images