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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T20:24:01+00:00 2026-05-24T20:24:01+00:00

I’m terrible with math, but I have a situation where I need to find

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I’m terrible with math, but I have a situation where I need to find all points in a 3D space that are arbitrarily close to a vector being projected through that same space. The points can be stored in any fashion the algorithm calls for, not that I can think of any particularly beneficial ordering for them.

Are there any existing C++ algorithms for this feat? And if so (or not), what kind of mathematical concept does or would it entail, since I’d love to attempt to understand it and tie my brain into a pretzel.

( This algorithm would be operating on a space with perhaps 100,000 points in it, it would need to test around 1,000,000 vectors, and need to complete those vectors within 1/30th of a second. I of course doubt if any algorithm can perform this feat at all, but it’ll be fun to see if that’s true or not. )

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  1. Editorial Team
    Editorial Team
    2026-05-24T20:24:02+00:00Added an answer on May 24, 2026 at 8:24 pm

    You would probably want to store your points in some spatial data structure. The ones that come to mind are:

    1. oct-trees
    2. BSP trees
    3. kd-trees

    They have slightly different properties. An oct-tree divides the entire world up into 8 equally sized cubes, organized to themselves form a larger cube. Each of these cubes are then in turn split into 8, evenly sized, cubes. You keep splitting the cubes until you have less than some number of points in a cube. With this tree structure, you can quite easily traverse the tree, extracting all points that may intersect a given cube. Once you have that list of points, you can test them one at a time. Since your test geometry is a sphere (distance from a point) you would circumscribe a cube around the sphere and get the points that may intersect it. As an optimization, you may also inscribe a cube in your circle, and anything that for sure intersects that, you can simply include in your hit-set right away.

    The BSP tree is a Binary space partitioning tree. It’s a tree of planes in 3-space, forming a binary tree. The main problem of using this for your problem is that you might have to do a lot of square roots while traversing it, to find the distance to the planes. The principle is the same though, once you have fewer than some number of points you form a leaf with those points in it. All leaves in a BSP tree are convex polygons (except for the leaves that are along the perimeter, which will be infinitely large polygons). When building the BSP, you want to split the points in half for each step, to truly get O(log n) searches.

    The kd-tree is a special case of BSP, where all planes are axis aligned. This typically speeds up tests against them quite significantly, but doesn’t allow you to optimize the planes based on your set of points quite as well.

    I don’t know of any c++ libraries that implement these, but I’m sure there are plenty of them. These are fairly common techniques used in video games, so you might want to look at game engines.

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