Dynamic Quad/Oct Trees

Posted by KKlouzal on Game Development See other posts from Game Development or by KKlouzal
Published on 2014-04-29T02:01:43Z Indexed on 2014/08/18 16:48 UTC
Read the original article Hit count: 264

Filed under:
|
|
|
|

I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree.

Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data).

Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started?

The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

© Game Development or respective owner

Related posts about c++

Related posts about data-structure