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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: The Idea of BSP Trees</title><!-- HEADER -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: The Idea of BSP Trees</title>
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<meta name="chapter" content="59" />
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<meta name="pages" content="1112-1114" />
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</head>
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<p>Depths within depths indeed!</p>
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<h3><a id="Heading11"></a>Surfing Amidst the Trees</h3>
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<h3 id="Heading11">Surfing Amidst the Trees</h3>
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<p>In the next chapter, we’ll build a BSP-tree compiler, and after that, we’ll put together a rendering system built around the BSP trees the compiler generates. If the subject of BSP trees really grabs your fancy (as it should if you care at all about performance graphics) there is at this writing (February 1996) a World Wide Web page on BSP trees that you must investigate at <a href="http://www.qualia.com/bspfaq/">http://www.qualia.com/bspfaq/</a>. It’s set up in the familiar Internet Frequently Asked Questions (FAQ) style, and is very good stuff.</p>
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<h4 align="left"><a id="Heading12"></a>Related Reading</h4>
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<h4 align="left" id="Heading12">Related Reading</h4>
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<p>Foley, J., A. van Dam, S. Feiner, and J. Hughes, <i>Computer Graphics: Principles and Practice (Second Edition)</i>, Addison Wesley, 1990, pp. 555-557, 675-680.</p>
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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