3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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Binary space partitioning 19<br />
• 1990 Teller and Séquin proposed the offline generation of potentially visible sets to accelerate visible surface<br />
determination in orthogonal 2D environments.<br />
• 1991 Gordon and Chen [CHEN91] described an efficient method of performing front-to-back rendering from a<br />
BSP tree, rather than the traditional back-to-front approach. They utilised a special data structure to record,<br />
efficiently, parts of the screen that have been drawn, and those yet to be rendered. This algorithm, together with<br />
the description of BSP Trees in the standard computer <strong>graphics</strong> textbook of the day (Foley, Van Dam, Feiner and<br />
Hughes) was used by John Carmack in the making of Doom.<br />
• 1992 Teller’s PhD thesis described the efficient generation of potentially visible sets as a pre-processing step to<br />
acceleration real-time visible surface determination in arbitrary <strong>3D</strong> polygonal environments. This was used in<br />
Quake and contributed significantly to that game's performance.<br />
• 1993 Naylor answers the question of what characterizes a good BSP tree. He used expected case models (rather<br />
than worst case analysis) to mathematically measure the expected cost of searching a tree and used this measure<br />
to build good BSP trees. Intuitively, the tree represents an object in a multi-resolution fashion (more exactly, as a<br />
tree of approximations). Parallels with Huffman codes and probabilistic binary search trees are drawn.<br />
• 1993 Hayder Radha's PhD thesis described (natural) image representation methods using BSP trees. This includes<br />
the development of an optimal BSP-tree construction framework for any arbitrary input image. This framework is<br />
based on a new image transform, known as the Least-Square-Error (LSE) Partitioning Line (LPE) transform. H.<br />
Radha' thesis also developed an optimal rate-distortion (RD) image compression framework and image<br />
manipulation approaches using BSP trees.<br />
References<br />
• [FUCH80] H. Fuchs, Z. M. Kedem and B. F. Naylor. “On Visible Surface Generation by A Priori Tree<br />
Structures.” ACM Computer Graphics, pp 124–133. July 1980.<br />
• [THIBAULT87] W. Thibault and B. Naylor, "Set Operations on Polyhedra Using Binary Space Partitioning<br />
Trees", Computer Graphics (Siggraph '87), 21(4), 1987.<br />
• [NAYLOR90] B. Naylor, J. Amanatides, and W. Thibualt, "Merging BSP Trees Yields Polyhedral Set<br />
Operations", Computer Graphics (Siggraph '90), 24(3), 1990.<br />
• [NAYLOR93] B. Naylor, "Constructing Good Partitioning Trees", Graphics Interface (annual Canadian CG<br />
conference) May, 1993.<br />
• [CHEN91] S. Chen and D. Gordon. “Front-to-Back Display of BSP Trees.” [2] IEEE Computer Graphics &<br />
Algorithms, pp 79–85. September 1991.<br />
• [RADHA91] H. Radha, R. Leoonardi, M. Vetterli, and B. Naylor “Binary Space Partitioning Tree Representation<br />
of Images,” Journal of Visual Communications and Image Processing 1991, vol. 2(3).<br />
• [RADHA93] H. Radha, "Efficient Image Representation using Binary Space Partitioning Trees.", Ph.D. Thesis,<br />
Columbia University, 1993.<br />
• [RADHA96] H. Radha, M. Vetterli, and R. Leoonardi, “Image Compression Using Binary Space Partitioning<br />
Trees,” IEEE Transactions on Image Processing, vol. 5, No.12, December 1996, pp. 1610–1624.<br />
• [WINTER99] AN INVESTIGATION INTO REAL-TIME <strong>3D</strong> POLYGON RENDERING USING BSP TREES.<br />
Andrew Steven Winter. April 1999. available online<br />
• Mark de Berg, Marc van Kreveld, Mark Overmars, and Otfried Schwarzkopf (2000). Computational Geometry<br />
(2nd revised edition ed.). Springer-Verlag. ISBN 3-540-65620-0. Section 12: Binary Space Partitions:<br />
pp. 251–265. Describes a randomized Painter's Algorithm.<br />
• Christer Ericson: Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology).<br />
Verlag Morgan Kaufmann, S. 349-382, Jahr 2005, ISBN 1-55860-732-3