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    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)

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