You might not be aware of the fact that you most likely have been using the algorithm we’re discussing here – at least if you’ve ever worked in 3D. Quadtrees (and their relatives, KD-Trees and Octrees) are used to accelerate point queries (ever used pcfind() or nearpoints() in Houdini?), make rendering faster (ever waited for “building raycast accelerator” to finish?) or to compress images. Also they are mesmerizing to look at.
Preface: I’m aware that this isn’t the fastest or most sophisticated solution – head over to our Patreon for a setup that is a tiny bit quicker 🙂
Space partitioing algorithms are interesting for two reasons:
1. They are ubiquitous in computer graphics (see above)
2. They can look amazingly complex yet regular.
I’ve been looking for a setup that can easily visualize those algorithms but so far haven’t found anything ready to use. Perfect excuse to hop into Houdini and build a Quadtree yourself!