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How do we know when to stop branching? Is there a fix threshold that works the best?


This incrementally decreasing size of blocks looks like some version of gradient descent. Is there some factor that we want to decrease these block sizes by to increase efficiency?


This reminds me of a data structure I used in a previous internship called an octree, which is similar in structure except used to organize points in 3D space. I'm wondering, are there ever situations where knowing something about where an object is in 3D can help with the rasterization process of the associated triangles in 2D? Or is all the information from the previous stages of the pipeline completely irrelevant?


This looks kinda like the barnes hut algorithm to me but with some modifications. Is that the algorithm or something simpler?