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.

Quadtree

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.

Quadtree

A tree-pyramid (T-pyramid) is a "complete" tree; every node of the T-pyramid has four child nodes except leaf nodes; all leaves are on the same level, the level that corresponds to individual pixels in the image. The data in a tree-pyramid can be stored compactly in an array as an implicit data structure similar to the way a complete binary tree can be stored compactly in an array.

Quadtree

Types

Quadtrees may be classified according to the type of data they represent, including areas, points, lines and curves. Quadtrees may also be classified by whether the shape of the tree is independent of the order in which data is processed. The following are common types of quadtrees.

Region quadtree

The region quadtree represents a partition of space in two dimensions by decomposing the region into four equal quadrants, subquadrants, and so on with each leaf node containing data corresponding to a specific subregion. Each node in the tree either has exactly four children, or has no children (a leaf node). The height of quadtrees that follow this decomposition strategy (i.e. subdividing subquadrants as long as there is interesting data in the subquadrant for which more refinement is desired) is sensitive to and dependent on the spatial distribution of interesting areas in the space being decomposed. The region quadtree is a type of trie.

A region quadtree with a depth of n may be used to represent an image consisting of 2n × 2n pixels, where each pixel value is 0 or 1. The root node represents the entire image region. If the pixels in any region are not entirely 0s or 1s, it is subdivided. In this application, each leaf node represents a block of pixels that are all 0s or all 1s. Note the potential savings in terms of space when these trees are used for storing images; images often have many regions of considerable size that have the same colour value throughout. Rather than store a big 2-D array of every pixel in the image, a quadtree can capture the same information potentially many divisive levels higher than the pixel-resolution sized cells that we would otherwise require. The tree resolution and overall size is bounded by the pixel and image sizes.

A region quadtree may also be used as a variable resolution representation of a data field. For example, the temperatures in an area may be stored as a quadtree, with each leaf node storing the average temperature over the subregion it represents.

Point quadtree

The point quadtree is an adaptation of a binary tree used to represent two-dimensional point data. It shares the features of all quadtrees but is a true tree as the center of a subdivision is always on a point. It is often very efficient in comparing two-dimensional, ordered data points, usually operating in O(log n) time. Point quadtrees are worth mentioning for completeness, but they have been surpassed by k-d trees as tools for generalized binary search.

Point quadtrees are constructed as follows. Given the next point to insert, we find the cell in which it lies and add it to the tree. The new point is added such that the cell that contains it is divided into quadrants by the vertical and horizontal lines that run through the point. Consequently, cells are rectangular but not necessarily square. In these trees, each node contains one of the input points.

Since the division of the plane is decided by the order of point-insertion, the tree's height is sensitive to and dependent on insertion order. Inserting in a "bad" order can lead to a tree of height linear in the number of input points (at which point it becomes a linked-list). If the point-set is static, pre-processing can be done to create a tree of balanced height.