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Binary space partitioning
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== Application == BSP trees are often used by 3D [[video game]]s, particularly [[first-person shooter]]s and those with indoor environments. [[Game engine]]s using BSP trees include the [[Doom engine|Doom (id Tech 1)]], [[Quake engine|Quake (id Tech 2 variant)]], [[GoldSrc]] and [[Source (game engine)|Source]] engines. In them, BSP trees containing the static geometry of a scene are often used together with a [[Z-buffer]], to correctly merge movable objects such as doors and characters onto the background scene. While binary space partitioning provides a convenient way to store and retrieve spatial information about polygons in a scene, it does not solve the problem of [[Hidden surface determination|visible surface determination]]. BSP trees have also been applied to image compression.<ref>{{cite journal | doi=10.1109/83.544569 | title=Image compression using binary space partitioning trees | date=1996 | last1=Radha | first1=H. | last2=Vetterli | first2=M. | last3=Leonardi | first3=R. | journal=IEEE Transactions on Image Processing | volume=5 | issue=12 | pages=1610β1624 | pmid=18290079 | bibcode=1996ITIP....5.1610R | url=https://infoscience.epfl.ch/record/33877/files/RadhaVL96.pdf }}</ref>
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