@MISC{Samet_datastructures, author = {Hanan Samet and Robert E. Webber}, title = {Data Structures I Hierarchical Data Structures}, year = {} }
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Abstract
This is the first part of a two-part overview of the use of hierarchical data structures and algorithms in com-puter graphics. In Part I, the focus is on fundamentals. Part II focuses on more advanced applications. Methods based on hierarchical data structures and algorithms have found many uses in image rendering and solid modeling. While such data structures are not necessary for the processing of simple scenes, they are central to the efficient processing of large-scale realis-tic scenes. Object-space hierarchies are discussed briefly, but the main emphasis is on hierarchies con-structed in the image space, such as quadtrees and oc t rees. C omputer graphics applications require the manip-ulation of two distinct data formats: vector and raster (see Figure 1). The raster format enables the modeling of a graphics image as a collection of square cells of uniform size (called pixels]. A color is associated with each pixel. To attain maximum flexibility, an attempt is made to model directly the addressability of the phosphors on the display screen so that each pixel corresponds to a phos-phor. This format has also proven useful in computer vision, since it corresponds to the digitized output of a television camera. In contrast, instead of modeling the display screen directly, the vector format models the