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Spatial Data Structure: Quadtree, Octree,and BSP tree Mengxia Zhu Fall 2007
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Hierarchical structure Data usually contains coherent regions of cells with similar properties hierarchical spatial enumeration encode the coherence in the volume data. Is actually nothing more then a data structure built by recursive subdivision. if a parent is not important then it's children aren't either.
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Quadtrees Efficient storage of 2D data Completely non-important regions are represented by one cell; recursive subdivision done on others
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Octrees Counterpart of Quadtree in 3D Each node has eight children instead of four
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Recursive Subdivision Recursive function for empty region construction: for m=1,2….M
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Case study: quad-tree in ray casting Also, in isosurface extraction. Min and Max value range
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Hidden Surface Removal (HSR) Why might a polygon be invisible? outside the field of view backfacing occluded by object(s) closer to the viewpoint we want to avoid spending time on these invisible polygons
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Back-Face Culling Most objects are opaque. Avoid drawing any portion of an object that lies behind an opaque object, as seen from the camera’s point of view. Back-face removal algorithm: polygons whose normals point away from the camera are always occluded There is only a single object, and can fail if the object is not convex. Reduces by about half the number of polygons to be considered for each pixel. Every front-facing polygon must have a corresponding rear-facing one
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Occlusion For a scene consists of a sequence of intersecting objects. Correct occlusion relationship is required in order to render correct image.
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Painter’s algorithm Draw polygons as an oil painter might: The farthest one first. Render the object from the back to front. Problem arise when no explicit visibility order can be found by forming a relationship cycle.
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Binary Space Partition Trees BSP tree: traversed in a systematic way to draw the scene with HSR Preprocess: organize all of polygons (hence partition) into a binary tree data structure Runtime: correctly traversing this tree enumerates objects from back to front Idea: divide space recursively into half-spaces by choosing splitting planes Splitting planes can be arbitrarily oriented
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BSP Arbitrary plane split the space into two half-spaces: Outside: the side pointed to by the outward- pointing normal to the plan Inside: the other half-space Inside ones Outside ones
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BSP Trees: Objects
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Rendering BSP Trees RenderBSP(BSPtree *T) BSPtree *near, *far; if (T is a leaf node) RenderObject(T) if (eye on inside side of T->plane) near = T->left; far = T->right; else near = T->right; far = T->left; RenderBSP(far); RenderBSP(near);
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Rendering BSP Trees
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BSP Tree Construction Split along the space defined by any plane Classify all polygons into left or right half-space of the plane If a polygon intersects plane, split polygon into two and classify them both Recurse down the left half-space Recurse down the right half-space
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No bunnies were harmed in previous example But what if a splitting plane passes through an object? Split the object; give half to each node Discussion: BSP Tree Cons Ouch
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Summary: BSP Trees Pros: Preprocess done once Only writes to framebuffer (no reads to see if current polygon is in front of previously rendered polygon, i.e., painters algorithm) Cons: Computationally intense preprocess stage Slow time to construct tree Splitting increases polygon count
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The Z-Buffer Algorithm Both BSP trees and Warnock’s algorithm (subdivide primitive into viewports in a recursive way) were proposed when memory was expensive Example: first 512x512 framebuffer > $50,000! Ed Catmull (mid-70s) proposed a radical new approach called z-buffering. The big idea: resolve visibility independently at each pixel
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The Z-Buffer Algorithm We know how to rasterize polygons into an image discretized into pixels:
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The Z-Buffer Algorithm What happens if multiple primitives occupy the same pixel on the screen? Which is allowed to paint the pixel?
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The Z-Buffer Algorithm Idea: retain depth (Z in eye coordinates) through projection transform Use canonical viewing volumes Each vertex has z coordinate (relative to eye point) intact
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The Z-Buffer Algorithm Augment framebuffer with Z-buffer or depth buffer which stores Z value at each pixel At frame beginning, initialize all pixel depths to When rasterizing, interpolate depth (Z) across polygon and store in pixel of Z-buffer Suppress writing to a pixel if its Z value is more distant than the Z value already stored there
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Interpolating Z Edge equations: Z is just another planar parameter: z = (-D - Ax – By) / C If walking across scanline by ( x) z new = z old – (A/C)( x) Look familiar? Total cost: 1 more parameter to increment in inner loop 3x3 matrix multiply for setup Edge walking: just interpolate Z along edges and across spans
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Z-Buffer Pros Simple!!! Easy to implement in hardware Polygons can be processed in arbitrary order Easily handles polygon interpenetration Enables deferred shading Rasterize shading parameters (e.g., surface normal) and only shade final visible fragments
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Z-Buffer Cons Lots of memory (e.g. 1280x1024x32 bits) With 16 bits cannot discern millimeter differences in objects at 1 km distance Read-Modify-Write in inner loop requires fast memory Hard to do analytic antialiasing We don’t know which polygon to map pixel back to Hard to simulate translucent polygons We throw away color of polygons behind closest one
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Reference Slides from David Brogan at University of Virginia
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