I am currently writing a KDTree for a physics engine (Hobby project).
The KDTree does not contain points. Instead it contains Axis Aligned bounding boxes which bound the different objects in the environment.
My problem is deciding on how to split the KDTree nodes when they get full. I am trying 2 methods:
Method1: Always split the node exactly in half on the biggest axis.
Method2: Find the area of the node which contains objects. Split the node on the plane which splits that area in half on it's biggest axis. Example - If all objects are concentrated on the bottom of the node then it split length-wise thereby dividing the bottom in two.
So what I'm looking for here is a better way to split my KD-Tree node. Considering that this is going to be a physics engine the decision needs to be simple enough to be made in real time.
The "surface area heuristic" (SAH) is considered the best splitting method for building kd-trees, at least within the raytracing community. The idea is to add the plane so that the surface areas of the two child spaces, weighted by the number of objexts in each child, are equal.
A good reference on the subject is Ingo Wald's thesis, in particular chapter 7.3, "High-quality BSP Construction", which explains SAH better than I can.
I can't find a good link at the moment, but you should look around for papers on "binned" SAH, which is an approximation to the true SAH but much faster.
All that being said, bounding-volume hierarchies (BVH) a.k.a. AABB trees, seem to be much more popular than kd-trees these days. Again, Ingo Wald's publication page is a good starting point, probably with the "On fast Construction of SAH based Bounding Volume Hierarchies" paper, although it's been a while since I read it.
The OMPF forums are also a good place to discuss these sorts of things.
Hope that helps. Good luck!