How an Obscure Military Simulator Technique Powered Doom’s 3D Graphics

Editorial illustration of a translucent cyan glass and copper wire geometric tree structure casting light planes across a dark room.

In early 1993, during the development of Doom at id Software, lead programmer John Carmack watched his new three-dimensional graphics renderer grind to a halt. The engine was attempting to process complex architectural layouts, such as circular pits of stairs, causing the software to execute endless repeated rendering calculations. Doom needed to deliver smooth action on ordinary personal computers, but the underlying graphics engine could not maintain performance. To fix the bottleneck, Carmack had to solve one of the most difficult challenges in early computer graphics: determining which surfaces were visible without wasting processing power on hidden geometry.

Photograph: John Carmack
Photograph: John Carmack. Photo: Official GDC. Wikimedia Commons · CC BY 2.0. Resized and converted to WebP; no retouching.

The Constraints of Real-Time Software Rendering

In the early 1990s, IBM-compatible home PCs lacked dedicated graphics hardware, forcing CPUs to handle all visual rendering in software. To keep gameplay smooth, a game engine had to solve the visible surface determination problem by deciding which polygons were visible from a specific camera viewpoint at least 30 times a second. In id Software's previous title, Wolfenstein 3D, Carmack simplified this challenge by constraining level designs to axis-aligned walls placed on a rigid grid. This allowed a simple ray-marching algorithm to calculate wall intersections quickly, using minimal processor cycles. However, Doom introduced dynamic features like diagonal walls, stairs, and variable ceiling heights, rendering grid-based ray marching unusable.

From Flight Simulators to Academic Research

To support these complex environments, Carmack initially built a convex-sector algorithm that drew the player's immediate room and flooded outward into adjacent spaces. When complex nested geometry caused severe slowdowns, he sought a fundamental alternative. While porting Wolfenstein 3D to the limited hardware of the Super Nintendo, Carmack began researching academic papers on computer graphics. He discovered that the concept of spatial partitioning originated in a 1969 US Air Force report titled "Study for Applying Computer-Generated Images to Visual Simulation," which explored real-time graphics for flight simulators. Building on that foundation, researchers Henry Fuchs, Zvi Kedem, and Bruce Naylor published a paper in 1980 titled "On Visible Surface Generation by A Priori Tree Structures," which introduced the binary space partitioning (BSP) tree.

Integrating Binary Space Partitioning into Doom

The BSP tree solved visible surface determination by shifting heavy geometric calculations from runtime to pre-processing. The algorithm pre-calculated spatial divisions along planes in the level geometry, organizing the world into a structured hierarchy before the game even ran. During gameplay, sorting objects by depth was reduced to a lightweight, in-order tree traversal based on the player's camera position. Carmack adapted this academic structure to Doom's rendering engine. By eliminating redundant geometric calculations and costly writes to the VGA video frame buffer, the engine rendered non-grid architecture rapidly across a wide variety of consumer hardware.

Transforming 3D Graphics Architecture

When id Software released Doom in 1993, the engine set a new benchmark for real-time 3D software rendering on personal computers. By adapting a data structure developed in 1980 for high-end flight simulators to home PCs, Carmack proved that pre-calculated spatial partitioning could make complex virtual environments playable without dedicated hardware accelerators. This technical breakthrough established BSP trees as a foundational architectural technique across game engine design for years to come.

Cover: AI-generated editorial illustration; not a documentary photograph.

Source: 0b10

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