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Quadtree
A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are the two-dimensional analog of octrees and are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The data associated with a leaf cell varies by application, but the leaf cell represents a "unit of interesting spatial information". The subdivided regions may be square or rectangular, or may have arbitrary shapes. This data structure was named a quadtree by Raphael Finkel and J.L. Bentley in 1974. A similar partitioning is also known as a ''Q-tree''. All forms of quadtrees share some common features: * They decompose space into adaptable cells. * Each cell (or bucket) has a maximum capacity. When maximum capacity is reached, the bucket splits. * The tree directory follows the spatial decomposition of the quadtree. A tree-pyramid (T-pyramid) is a "complete" tree; every node of the T-pyramid has four child nodes e ...
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Spatial Index
A spatial database is a general-purpose database (usually a relational database) that has been enhanced to include spatial data that represents objects defined in a geometric space, along with tools for querying and analyzing such data. Most spatial databases allow the representation of simple geometric objects such as points, lines and polygons. Some spatial databases handle more complex structures such as 3D objects, topological coverages, linear networks, and triangulated irregular networks (TINs). While typical databases have developed to manage various numeric and character types of data, such databases require additional functionality to process spatial data types efficiently, and developers have often added ''geometry'' or ''feature'' data types. Geographic database (or geodatabase) is a georeferenced spatial database, used for storing and manipulating geographic data (or geodata, i.e., data associated with a location on Earth), especially in geographic infor ...
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Space Partitioning
In geometry, space partitioning is the process of dividing an entire space (usually a Euclidean space) into two or more disjoint subsets (see also partition of a set). In other words, space partitioning divides a space into non-overlapping regions. Any point in the space can then be identified to lie in exactly one of the regions. Overview Space-partitioning systems are often hierarchical, meaning that a space (or a region of space) is divided into several regions, and then the same space-partitioning system is recursively applied to each of the regions thus created. The regions can be organized into a tree, called a space-partitioning tree. Most space-partitioning systems use planes (or, in higher dimensions, hyperplanes) to divide space: points on one side of the plane form one region, and points on the other side form another. Points exactly on the plane are usually arbitrarily assigned to one or the other side. Recursively partitioning space using planes in this way ...
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Octree
An octree is a tree data structure in which each internal node has exactly eight child node, children. Octrees are most often used to partition a three-dimensional space by recursive subdivision, recursively subdividing it into eight Octant (geometry), octants. Octrees are the three-dimensional analog of quadtrees. The word is derived from ''oct'' (Greek root meaning "eight") + ''tree''. Octrees are often used in 3D graphics and 3D game engines. For spatial representation Each node in an octree subdivides the space it represents into eight octant (solid geometry), octants. In a point region (PR) octree (analogous to a point quadtree), the node stores an explicit Point (geometry), three-dimensional point, which is the "center" of the subdivision for that node; the point defines one of the corners for each of the eight children. In a matrix-based (MX) octree (analogous to a region quadtree), the subdivision point is implicitly the center of the space the node represents. The root n ...
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K-d Tree
In computer science, a ''k''-d tree (short for ''k-dimensional tree'') is a space-partitioning data structure for organizing points in a ''k''-dimensional space. K-dimensional is that which concerns exactly k orthogonal axes or a space of any number of dimensions. ''k''-d trees are a useful data structure for several applications, such as: * Searches involving a multidimensional search key (e.g. range searches and nearest neighbor searches) & * Creating point clouds. ''k''-d trees are a special case of binary space partitioning trees. Description The ''k''-d tree is a binary tree in which ''every'' node is a ''k''-dimensional point. Every non-leaf node can be thought of as implicitly generating a splitting hyperplane that divides the space into two parts, known as half-spaces. Points to the left of this hyperplane are represented by the left subtree of that node and points to the right of the hyperplane are represented by the right subtree. The hyperplane direction is ...
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Computational Fluid Dynamics
Computational fluid dynamics (CFD) is a branch of fluid mechanics that uses numerical analysis and data structures to analyze and solve problems that involve fluid dynamics, fluid flows. Computers are used to perform the calculations required to simulate the free-stream flow of the fluid, and the interaction of the fluid (liquids and gases) with surfaces defined by Boundary value problem#Boundary value conditions, boundary conditions. With high-speed supercomputers, better solutions can be achieved, and are often required to solve the largest and most complex problems. Ongoing research yields software that improves the accuracy and speed of complex simulation scenarios such as transonic or turbulence, turbulent flows. Initial validation of such software is typically performed using experimental apparatus such as wind tunnels. In addition, previously performed Closed-form solution, analytical or Empirical research, empirical analysis of a particular problem can be used for compa ...
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Hidden Face Removal
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process that identifies which surfaces are not visible to the user (for example, ...
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Spreadsheet
A spreadsheet is a computer application for computation, organization, analysis and storage of data in tabular form. Spreadsheets were developed as computerized analogs of paper accounting worksheets. The program operates on data entered in cells of a table. Each cell may contain either numeric or text data, or the results of formulas that automatically calculate and display a value based on the contents of other cells. The term ''spreadsheet'' may also refer to one such electronic document. Spreadsheet users can adjust any stored value and observe the effects on calculated values. This makes the spreadsheet useful for "what-if" analysis since many cases can be rapidly investigated without manual recalculation. Modern spreadsheet software can have multiple interacting sheets and can display data either as text and numerals or in graphical form. Besides performing basic arithmetic and mathematical functions, modern spreadsheets provide built-in functions for common financial ...
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Field (physics)
In science, a field is a physical quantity, represented by a scalar (mathematics), scalar, vector (mathematics and physics), vector, or tensor, that has a value for each Point (geometry), point in Spacetime, space and time. An example of a scalar field is a weather map, with the surface temperature described by assigning a real number, number to each point on the map. A surface wind map, assigning an arrow to each point on a map that describes the wind velocity, speed and direction at that point, is an example of a vector field, i.e. a 1-dimensional (rank-1) tensor field. Field theories, mathematical descriptions of how field values change in space and time, are ubiquitous in physics. For instance, the electric field is another rank-1 tensor field, while electrodynamics can be formulated in terms of Mathematical descriptions of the electromagnetic field, two interacting vector fields at each point in spacetime, or as a Covariant formulation of classical electromagnetism, single-ra ...
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Raphael Finkel
Raphael Finkel (born 1951) is an American computer scientist and a retired professor at the University of Kentucky. He compiled the first version of the Jargon File. He is the author of ''An Operating Systems Vade Mecum'',An Operating Systems Vade Mecum, full 1988 edition
downloadable from the author's website.
a textbook on s, and ''Advanced Programming Language Design'',- Advanced Programming Language Design
, f ...
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Electromagnetism
In physics, electromagnetism is an interaction that occurs between particles with electric charge via electromagnetic fields. The electromagnetic force is one of the four fundamental forces of nature. It is the dominant force in the interactions of atoms and molecules. Electromagnetism can be thought of as a combination of electrostatics and magnetism, which are distinct but closely intertwined phenomena. Electromagnetic forces occur between any two charged particles. Electric forces cause an attraction between particles with opposite charges and repulsion between particles with the same charge, while magnetism is an interaction that occurs between charged particles in relative motion. These two forces are described in terms of electromagnetic fields. Macroscopic charged objects are described in terms of Coulomb's law for electricity and Ampère's force law for magnetism; the Lorentz force describes microscopic charged particles. The electromagnetic force is responsible for ma ...
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Conway's Game Of Life
The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a von Neumann universal constructor, universal constructor or any other Turing machine. Rules The universe of the Game of Life is Square tiling, an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight ''Moore neighborhood, neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than ...
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