[Papervision3D] Binary Space Partitioning
Jon Bradley
jbradley at postcentral.com
Sun Feb 4 13:44:59 EST 2007
On Feb 4, 2007, at 11:20 AM, ricardo cabello ~ mr.doob wrote:
> Then I asked to a friend of mine which has a lot of experience in all
> this and pointed me on the only workaround he knew about it which
> were BSP:
> http://en.wikipedia.org/wiki/Binary_space_partitioning
>
> Here it's a nice Java applet that shows how it works:
> http://symbolcraft.com/graphics/bsp/
>
> So, I wonder, does anyone in the list has any experience with this?
> Doable with AS3?
I primarily use KD-Trees for my 3d work. But that's just a space
partitioning scheme, and it is only the first step to z-sorting.
Proper z-sorting requires splitting polygons, in real-time. You have
to implement both a space partitioning algorithm and a clipping
algorithm.
The space partitioning algorithm will make the engine run more
efficient for large static scenes. For moving scenes, it then becomes
an issue of a fast nearest neighbor approach and pushing the proper
geometric entities into the proper leaf of the tree. In the end, the
most of the time spent in processing will be in clipping for z-sorting.
We could implement a clipping algorithm - and there are a few of them
- but I am pretty certain that it's going to slow the engine down
measurably.
cheers,
jon
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