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Octree
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. Octrees are the three-dimensional analog of quadtrees. The name is formed from ''oct'' + ''tree'', but note that it is normally written "''octree''" with only one "t". Octrees are often used in 3D graphics and 3D game engines. ==For spatial representation==
Each node in an octree subdivides the space it represents into eight octants. In a point region (PR) octree, the node stores an explicit 3-dimensional point, which is the "center" of the subdivision for that node; the point defines one of the corners for each of the eight children. In a matrix based (MX) octree, the subdivision point is implicitly the center of the space the node represents. The root node of a PR octree can represent infinite space; the root node of an MX octree must represent a finite bounded space so that the implicit centers are well-defined. Note that Octrees are not the same as ''k''-d trees: ''k''-d trees split along a dimension and octrees split around a point. Also ''k''-d trees are always binary, which is not the case for octrees. By using a depth-first search the nodes are to be traversed and only required surfaces are to be viewed.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Octree」の詳細全文を読む
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