1. 18

  2. 3

    It’s worth mentioning that R-trees and kd-trees are both special cases of bounding volume hierarchies, which are covered extensively by gamedev and ray tracing literature. This article has a decent explanation of BVH construction and also has links to papers and nice pictures.

    (Btw you already posted this one a few months ago. No discussion on it though)

    1. 2

      When do space filling curves become a better choice than R/kd-trees?