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Quadtree representation of two-dimensional objects is performed with a tree that describes the recursive subdivision of the more complex parts of a picture until the desired resolution is reached. At the end, all the leaves of the tree are square cells that lie completely inside or outside the object. There are two great disadvantages in the use of quadtrees as a representation scheme for objects in geometric modeling system: The amount of memory required for polygonal objects is too great, and it is difficult to recompute the boundary representation of the object after some Boolean operations have been performed. In the present paper a new class of quadtrees, in which nodes may contain zero or one edge, is introduced. By using these quadtrees, storage requirements are reduced and it is
possible to obtain the exact backward conversion to boundary representation. Algorithms for the generation of the quadtree, Boolean operations, and recomputation of the boundary representation
are presented, and their complexities in time and space are discussed. Three-dimensional algorithms working on octrees are also presented. Their use in the geometric modeling of three-dimensional polyhedral objects is discussed.
CitationAyala, M. [et al.]. Object representation by means of nonminimal division quadtrees and octrees. "ACM transactions on graphics", Gener 1985, vol. 4, núm. 1, p. 41-59.
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