Examining Quadtrees, k-d Trees, and Tile Arrays

Abstract

In the context of two-dimensional video games, it is often necessary to perform collision detection and viewport culling. Such operations may query a collection of objects for a subset which appears within a given range. Due to the frequency and cost of these operations, these range queries must be implemented efficiently. In particular, three data… (More)

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Cite this paper

@inproceedings{Shelley2012ExaminingQK, title={Examining Quadtrees, k-d Trees, and Tile Arrays}, author={Matthew Shelley}, year={2012} }