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An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants .
A linear octree is an octree that is represented by a linear array instead of a tree data structure. [1]To simplify implementation, a linear octree is usually complete (that is, every internal node has exactly 8 child nodes) and where the maximum permissible depth is fixed a priori (making it sufficient to store the complete list of leaf nodes).
A 100-body simulation with the Barnes–Hut tree visually as blue boxes. The Barnes–Hut simulation (named after Josh Barnes and Piet Hut) is an approximation algorithm for performing an N-body simulation. It is notable for having order O(n log n) compared to a direct-sum algorithm which would be O(n 2). [1]
Leftist tree; Linear octree; Link/cut tree; Linked data structure; Log-structured merge-tree; M. M-ary tree; M-tree; Maximum clade credibility tree; Merkle tree ...
A tree-pyramid (T-pyramid) is a "complete" tree; every node of the T-pyramid has four child nodes except leaf nodes; all leaves are on the same level, the level that corresponds to individual pixels in the image.
The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [4] [5] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [6] or they can be used to build a pointer based quadtree.
Trees can be used to represent and manipulate various mathematical structures, such as: Paths through an arbitrary node-and-edge graph (including multigraphs), by making multiple nodes in the tree for each graph node used in multiple paths; Any mathematical hierarchy; Tree structures are often used for mapping the relationships between things ...
A sparse voxel octree (SVO) is a 3D computer graphics rendering technique using a raycasting or sometimes a ray tracing approach into an octree data representation.. The technique generally relies on generating and processing the hull of points (sparse voxels) which are visible, or may be visible, given the resolution and size of the screen. [1]
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