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Octree
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{{Short description|Tree data structure in which each internal node has exactly eight children, to partition a 3D space}} {{Infobox data structure | name = Octree | image = | alt = | caption = | type = Tree | invented_by = Donald Meagher | invented_year = 1980 | space_avg = O(N) | space_worst = O(N) | search_avg = O(logN+K) | search_worst = O(logN+K) | insert_avg = O(logN) | insert_worst = O(logN) | delete_avg = O(logN) | delete_worst = O(logN) | peek_avg = O(logN) | peek_worst = O(logN) | find_min_avg = | find_min_worst = | delete_min_avg = | delete_min_worst = | decrease_key_avg = | decrease_key_worst = | merge_avg = | merge_worst = }} [[File:Octree2.svg|thumb|Left: Recursive subdivision of a cube into [[octant (solid geometry)|octant]]s. Right: The corresponding octree.]] An '''octree''' is a [[tree data structure]] in which each [[internal node]] has exactly eight [[child node|children]]. Octrees are most often used to partition a [[three-dimensional space]] by [[recursive subdivision|recursively subdividing]] it into eight [[Octant (geometry)|octants]]. Octrees are the three-dimensional analog of [[quadtree]]s. The word is derived from ''oct'' (Greek root meaning "eight") + ''tree''. Octrees are often used in [[3D graphics]] and 3D [[game engine]]s.
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