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Binary space partitioning (BSP) is a 3-D graphics programming technique that recursively subdivides a space into sets of two using a series of hyperplanes. The name derives from the fact that the data is represented using a binary tree data structure. BSP renders 3-D graphics by making spacial information about objects quicker to access.
Binary space partitioning is a 3-D graphics programming technique of dividing a scene into two recursively using hyperplanes. In other words, a 3-D scene is split in two using a 2-D plane, then that scene is divided in two using a 2-D plane, and so on. The resulting data structure is a binary tree, or a tree where every node has two branches.
The technique is widely used to speed up rendering of 3-D scenes, especially in games. John Carmack used BSP in the popular "Doom" and "Quake" games. Because the location of objects in a scene can be specified quickly, the renderer can create the point of view of a player much faster. BSP is also widely used for collision detection in robotics and rendering in computer-aided design.