Quadtree Art, Part 3: Prioritized Subdivision with Binary Heap

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Previously we built a basic subdivision system that linearly split image regions using a dynamic array. While it worked visually, it treated all quads equally (regardless of how much visual detail they contained).

In this final part we fix the biggest issue: treating all quads equally.

We introduce a priority queue using a minimum heap that scores each quad based on color error and area. This allows us to render the image more intelligently, refining the most visually important regions first.


What You’ll Learn


What It Does


Why It Works Better


Project Code

You will find the complete source code here: quadtree-art


Final Thoughts

What began as a simple recursive drawing routine is now a guided and error aware rendering system. This last step feels like the quadtree is actively seeing: prioritizing what deserves detail.

A small data structure change, a big leap in clarity.


External Resources

Acknowledgements