Browse > Article
http://dx.doi.org/10.7583/JKGS.2013.13.4.25

Tree Build Heuristics for Spatial Partitioning Trees of 3D Games  

Kim, Youngsik (Dept. of Game & Multimedia Engineering, Korea Polytechnic University)
Abstract
Spatial partitioning trees are needed for processing collision detections efficiently. In order to select split planes for spatial partitioning trees, the tree balance and the number of polygons overlapped with the split plane should be considered. In this paper, the heuristic algorithm controlling weight values of tree build criteria is proposed for spatial partitioning trees of 3D games. As the weight values are changed, tree build time, T-junction elimination time which can cause visual artifacts in splitting polygons overlapped with the split plane, rendering speed (frame per second: FPS) according to tree balance are analysed under 3D game simulations.
Keywords
3D Game; Spatial Partitioning Tree; KD-tree; Split Plane; Heuristic; T-junction Elimination;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 Game Institute, Graphics Programming with Direct X: Module II (Book 2) chapter 14, chapter 16, E-INSTITUTE PUBLISHING INC, www.gameinstitute.com, 2004.
2 Eric Lengyel, Mathematics for 3D Game Programming and Computer Graphics, Second Edition, Charles River Media, Inc., 2004.
3 Youngsik Kim, "T-junction Elimination for Spatial Partitioning Trees of 3D Games," Digital Contents Society Conference 2009, Vol. 10, No. 1, 2009.
4 Christer Ericson. Real-Time Collision Detection. The Morgan Kaufman series in interactive 3D technology. Morgan Kaufmann, 2005.
5 Kun Zhou, Qiming Hou, Rui WangBaining Guo, "Real-time KD-tree construction on graphics hardware," ACM Transactions on Graphics - Proceedings of ACM SIGGRAPH Asia 2008 Volume 27 Issue 5, December 2008.
6 Jae-Ho Nah, Woo-Chan Park, Tack-Don Han, "A Shadow Culling Algorithm for Interactive Ray Tracing," Journal of Korea Game Society, Vol. 9, No. 6, pp.179-190, 2009   과학기술학회마을
7 Sangduk Kim, Jin-Woo Kim, Woo-Chan Park, Tack-Don Han, "Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer," Journal of Korea Game Society, Vol. 13, No. 3, pp.85-94, 2013.   과학기술학회마을   DOI   ScienceOn
8 Goldsmith, and J. Salmon, "Automatic creation of object hierarchies for ray tracing," IEEE Computer Graphics and Applications, Volume 7, Issue 5, pp14-20. May 1987.
9 I. Wald, and V. Havran, "On building fast kd-trees for ray tracing, and on doing that in O(Nlog N)," In Proceedings of IEEE Symposium on Interactive Ray Tracing, pp61-69, 2006.
10 G. Stoll, "Part II: Achieving real time - optimization techniques," In SIGGRAPH 2005 Course on Interactive Ray Tracing, 2005.
11 I. Wald, J. G¨unther, and P. Slusallek, "Balancing considered harmful - faster photon mapping using the voxel volume heuristic," In Proceedings of Eurographics'04, pp595-603, 2004.
12 V. Havran, "Heuristic Ray Shooting Algorithms," PhD thesis, Czech Technical University in Prague, 2001.
13 Hyuk Kim, "KD-Tree construction using surface visibility heuristic," Dept. of computer engineering, Sogang Univ., Master thesis, 2010.
14 Byungjoon Chang and Insung Ihm, "Performance Analysis and Enhancing Techniques of Kd-Tree Traversal Methods on GPU," Journal of KIISE:Computing Practices and Letters, Vol. 16, No. 2, pp171-185, 2010.   과학기술학회마을