An object showing how the BSP-Tree data-structure slices the object into smaller parts.
Each leaf has its own color. Where in the first image each leaf has at most 1000 polygons and in the second each leaf has at most 250 polygons.
An object showing how the Oct-Tree data-structure slices the object into smaller parts. Each box represents a node in the Oct-Tree.
Each leaf has its own color. Where in the first image each leaf has at most 1000 polygons and in the second each leaf has at most 250 polygons.
The screen shots below show the Oct-Tree being used to coll the object for rendering in order to reduce the number of polygons rendered.
This Oct-Tree is a full tree, so insted of only leaf being rendered then the maximum sized node is rendered which is still within the camera view.
The purple box just visible is where the object should have been if it were rotated in relation to the camera.
Same as above, only here no polygon splitting accures.
The screen shots below show the BSP-Tree being used to coll the object for rendering in order to reduce the number of polygons rendered.
This BSP-Tree is a full tree, so insted of only leaf being rendered then the maximum sized node is rendered which is still within the camera view.
The cutting planes somewhat tries to reduce the number of polygons splits while maintaining a very good division of the geomotry, which leads to the planes "following" the geomotry.
The purple box just visible is where the object should have been if it were rotated in relation to the camera.
Same as above, only here the splitting planes are choosen so that they make the best division of the geometry.