Binary Space partitioning ( https://en.wikipedia.org/wiki/Binary_space_partitioning ) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake. This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community…
Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
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Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#12Binary Space partitioning ( https://en.wikipedia.org/wiki/Binary_space_partitioning ) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake. This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community…
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#13This looks interesting! Thanks for sharing it, wonder if anyone else has related content.
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#14Only slightly related, but since Minecraft seems to have a lot of community graphics programming associated with it I thought I'd ask here... Does anyone know how those Minecraft realistic rendering mods work? I'm guessing today there's a lot of RTX, but e.g. in 2018 there was still fairly impressive global illumination in SEUS Renewed. Minecraft is the definition of a world with dynamic geometry, and I'm not aware o…
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#15I had a blog post on something similar (but less sophisticated) https://jacobdoescode.com/2025/05/18/precomputing-transparen...
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#16Binary Space partitioning ( https://en.wikipedia.org/wiki/Binary_space_partitioning ) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake. This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community…
BSP was not used in Doom and Quake for rendering translucency.
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#17Earlier quoted context omitted.
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
It works, it may just degenerate into a worst case scenario, and this particular scenario is pretty common in minecraft. I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#18Binary Space partitioning ( https://en.wikipedia.org/wiki/Binary_space_partitioning ) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake. This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community…
A prettier demo: https://turbowarp.org/984959784/fullscreen?stuck&hqpen&fps=6...
Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#19Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
#20Binary Space partitioning ( https://en.wikipedia.org/wiki/Binary_space_partitioning ) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake. This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community…
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.