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- In article <1991Apr3.193547.15558@milton.u.washington.edu>, mitchell@mitre.org (
- Richard B. Mitchell) writes:
-
- > I have thought
- > about dividing the world into subworlds and only "polling" those objects
- > that are in the same subworld as the hand. This seems ok until we
- > want ot move an object from one point in space to another. I have
- > also considered using some sort of quad trees, but this does not seem
- > like the right approach either. If any one has any ideas or pointers
- > to solutions, I would be grateful.
- >
- > ------------------------------------------------------------------------------
- -
- > Richard B. Mitchell mitchell@linus.mitre.or
- g
-
-
- You should find Hanan Samet's recent pair of books on spatial data structures
- quite useful. I think these grew out of the article "The Quadtree and
- Related Data Structures" in Computing Surveys, v16,2 June 84 p187.
-
- My favourites are k-d trees, especially netted k-d trees which were first
- described by J.L. Bentley: "Multidimensional Binary Search Trees used for
- Associative Searching", CACM 18(9), Sept 75, pp. 509-517. An application to
- a geographical information system was given in the paper Matsuyama, Hao and
- Nagao, "A File Organisation for Geographic Information Systems based on
- Spatial Proximity", Computer Vision, Graphics and Image Processing 26(3),
- June 84, pp 303-318.
-
- Other more regular structures like octrees have been used quite a lot for
- ray tracing: examples will be found in Andrew Glassner's book, called something
- like "An Introduction to Ray Tracing".
-
- Regards,
-
- Matthew Chalmers
-
-