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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-spatial-partitioning | Spatial Partitioning | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Spatial Partitioning
매 한 줄
"매 N 의 brute force → log N 의 spatial query". Spatial partitioning 은 매 3D/2D space 를 hierarchical 의 chunk 로 분할하여 collision / raycast / nearest-neighbor query 를 가속 — 매 game engine, ray tracing, physics, particle 의 핵심. 매 2026 의 RTX hardware BVH 가 game-changer.
매 핵심
매 주요 구조
- Uniform Grid: 매 fixed-size cell 의 array — 매 simple, 균일 분포에 best.
- Spatial Hash: 매 grid 의 hash 변형 — 매 unbounded space 처리.
- Quadtree (2D) / Octree (3D): 매 recursive 4/8 분할 — 매 sparse 분포 efficient.
- KD-Tree: 매 axis-aligned plane 의 split — 매 nearest-neighbor 의 best.
- BVH (Bounding Volume Hierarchy): 매 AABB 의 tree — 매 ray tracing 의 standard, RTX 의 hardware accel.
- BSP Tree: 매 arbitrary plane 의 split — 매 Quake-era, 현재 의 obsolete.
매 Trade-off
- Build cost: BVH > Octree > Grid (매 dynamic scene 의 Grid 가 cheap).
- Query cost: BVH ≈ KD-tree (log N) > Octree > Grid.
- Memory: Grid 가 dense 분포에 최악, BVH 가 balanced.
- Update cost: Grid 의 O(1) per object, BVH 의 refit / rebuild 필요.
매 응용
- Broadphase collision — 매 physics 의 candidate pair 추출.
- Ray tracing — 매 BVH traversal (RTX, Embree, OptiX).
- Frustum culling — 매 octree 의 view 외 chunk skip.
- Nearest neighbor — 매 KD-tree (kNN, point cloud).
- Particle system — 매 spatial hash 의 SPH fluid.
💻 패턴
Uniform Grid (2D, fast broadphase)
struct Grid {
float cellSize;
std::unordered_map<int64_t, std::vector<Entity*>> cells;
int64_t key(int x, int y) { return (int64_t)x << 32 | (uint32_t)y; }
void insert(Entity* e) {
int x = (int)(e->pos.x / cellSize);
int y = (int)(e->pos.y / cellSize);
cells[key(x, y)].push_back(e);
}
std::vector<Entity*> queryRadius(Vec2 c, float r) {
std::vector<Entity*> out;
int minX = (int)((c.x - r) / cellSize), maxX = (int)((c.x + r) / cellSize);
int minY = (int)((c.y - r) / cellSize), maxY = (int)((c.y + r) / cellSize);
for (int x = minX; x <= maxX; ++x)
for (int y = minY; y <= maxY; ++y)
for (auto* e : cells[key(x, y)])
if ((e->pos - c).lengthSq() <= r * r) out.push_back(e);
return out;
}
};
Octree (recursive)
struct OctreeNode {
AABB bounds;
std::vector<Entity*> objects;
std::unique_ptr<OctreeNode> children[8];
static constexpr int MAX = 8, MAX_DEPTH = 6;
void insert(Entity* e, int depth = 0) {
if (children[0]) {
int idx = childIndex(e->pos);
if (idx >= 0) { children[idx]->insert(e, depth + 1); return; }
}
objects.push_back(e);
if (objects.size() > MAX && depth < MAX_DEPTH) subdivide();
}
void subdivide() { /* split bounds, redistribute objects */ }
int childIndex(Vec3 p) { /* return 0..7 or -1 if straddles */ }
};
BVH (top-down SAH build)
struct BVHNode { AABB box; int left, right; std::vector<int> tris; };
int buildBVH(std::vector<Tri>& tris, int begin, int end) {
BVHNode node;
node.box = computeAABB(tris, begin, end);
if (end - begin <= 4) { node.tris.assign(tris.begin()+begin, tris.begin()+end); return addNode(node); }
int axis = node.box.longestAxis();
int mid = surfaceAreaHeuristicSplit(tris, begin, end, axis);
node.left = buildBVH(tris, begin, mid);
node.right = buildBVH(tris, mid, end);
return addNode(node);
}
KD-Tree (kNN)
struct KDNode { Point p; int axis; KDNode *left, *right; };
void kNN(KDNode* n, Point q, int k, std::priority_queue<...>& heap) {
if (!n) return;
float d = dist(n->p, q);
if (heap.size() < k || d < heap.top().d) heap.push({n->p, d});
float diff = q[n->axis] - n->p[n->axis];
KDNode *near = diff < 0 ? n->left : n->right;
KDNode *far = diff < 0 ? n->right : n->left;
kNN(near, q, k, heap);
if (heap.size() < k || diff*diff < heap.top().d) kNN(far, q, k, heap);
}
RTX Hardware BVH (DXR / Vulkan RT)
RaytracingAccelerationStructure scene : register(t0);
RayDesc ray = { origin, 0.0, dir, 1000.0 };
RayQuery<RAY_FLAG_CULL_BACK_FACING_TRIANGLES> q;
q.TraceRayInline(scene, 0, 0xFF, ray);
q.Proceed();
if (q.CommittedStatus() == COMMITTED_TRIANGLE_HIT) { /* hit */ }
Unity Job + Burst spatial hash
[BurstCompile]
struct HashJob : IJobParallelFor {
[ReadOnly] public NativeArray<float3> positions;
public NativeParallelMultiHashMap<int, int>.ParallelWriter hash;
public float cellSize;
public void Execute(int i) {
int3 c = (int3)math.floor(positions[i] / cellSize);
hash.Add((c.x*73856093) ^ (c.y*19349663) ^ (c.z*83492791), i);
}
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Dynamic 균일 entity (RTS) | Uniform Grid / Spatial Hash |
| Static scene + ray tracing | BVH (SAH build) |
| Sparse 큰 world | Octree |
| Point cloud kNN | KD-Tree |
| GPU ray tracing | Hardware BVH (DXR/Vulkan RT) |
| Particle SPH | Spatial Hash (Burst) |
기본값: dynamic 의 Spatial Hash, static 의 BVH. 매 GPU 가능 하면 hardware BVH 우선.
🔗 Graph
- 부모: Computational Geometry (Frontend)
- 변형: BVH · Octree · KD-Tree
- 응용: Collision-Detection · Frustum Culling · K-Nearest-Neighbors-K-NN
- Adjacent: Physics-Engine · GPU-Compute · ECS
🤖 LLM 활용
언제: structure choice 추천, Burst/SIMD 의 boilerplate 생성, debug visualization code. 언제 X: production engine 의 from-scratch BVH — 매 Embree / OptiX 의 battle-tested 사용.
❌ 안티패턴
- Brute force O(N²): 100+ entities 에서 frame drop. 매 Grid 만으로도 충분히 해결.
- Octree 의 over-depth: 작은 scene 의 8-level 의 cache miss. Depth cap.
- BVH 의 매 frame full rebuild: dynamic 의 refit 사용. 큰 변화 시 만 rebuild.
- Grid cell size mismatch: object size 와 mismatch 시 either cell 의 폭주 or query 의 over-scan. cellSize ≈ avg object diameter.
- Cache-unfriendly traversal: pointer chase. SoA / linearized BVH (flat array) 사용.
🧪 검증 / 검증
- Verified (Real-Time Collision Detection by Ericson, PBRT v4, NVIDIA OptiX docs, Unity DOTS Physics).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — spatial structures + RTX hardware BVH |