Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!wuarchive!uunet!mcsun!ukc!canon!ads From: ads@canon.co.uk (Adam Billyard) Newsgroups: comp.graphics Subject: Re: Spatial data structures again Keywords: Ray tracing Spatial subdivision Voxel Message-ID: <1991May24.140240.27603@canon.co.uk> Date: 24 May 91 14:02:40 GMT References: <1991May14.070444.18261@images.cs.und.ac.za> <1991May24.040551.2811@netcom.COM> Reply-To: ads@canon.co.uk Organization: Canon Research Europe, Guildford, UK Lines: 19 thinman@netcom.COM (Lance Norskog) writes: > BSP doesn't work well here by itself, because you have to re-BSP the > scene per change. Re-sorting the list per update doesn't work either, > because it takes too long. But, consider the following scene: a room I think I'd take issues with this idea that you have to recompute the BSP trees each time an object moves. When the model is closed and convex, then any transform short of inversion with be fine since there is no crossing of planar boundaries from one half space to the other. I've been thinking that when BSP trees are built, they should include some sort of specification as to the space constraints imposed by the root on the immediate children; if the transform leaves the subtree still within this bounding volume (probably needs to be finer than a bbox) then BSP recomputation is unnecessary. Adam Billyard