Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!cs.utexas.edu!wuarchive!kuhub.cc.ukans.edu!brownrigg From: brownrigg@kuhub.cc.ukans.edu Newsgroups: comp.graphics Subject: Octree representations: A consensus? Message-ID: <27118.27530b8d@kuhub.cc.ukans.edu> Date: 28 Nov 90 06:57:49 GMT Organization: University of Kansas Academic Computing Services Lines: 24 So what has experience proven about how to best represent (for the purposes of ray tracing) octree structures? Is it preferable to: 1). use a "linear" encoding method, whereby only the leaves are explicitly represented, and their locations derived somehow (ala Glassner [84], Gargantini, EXCELL, etc....) or 2). burn the storage and explicitly represent the interior nodes, complete with 8 explicit pointers to child nodes (as in Fujimoto [86]). What do we opt for in '90s technology? It seems clear that 1) optimizes space. Both should have a theoretical complexity of O(lnN) in accessing a node given a point. But with 2), it seems that we can often do better than this worst-case by vertically traversing the tree up only to the parent of the "current" node and the "next" node we are interested in; rather than always traverse down from the root. Any takers? Comments, discussions, flames, thesis, etc. are all welcome. Rick Brownrigg Kansas Geological Survey