Site banner
.
Home Forums Blogs Articles Photos Videos Contact FAQ                    
.
.
Wisdom Archive
Body Mind and Soul
Faith and Belief
God and Religion
Law of Attraction
Life and Beyond
Love and Happiness
Peace of Mind
Peace on Earth
Personal Faith
Spiritual Festivals
Spiritual Growth
Spiritual Guidance
Spiritual Inspiration
Spirituality and Science
Spiritual Retreats
More Wisdom
Buddhism Archives
Hinduism Archives
Sustainability
Theology Archives
Even more Wisdom
2012 - Year 2012
Affirmations
Aura
Ayurveda
Chakras
Consciousness
Cultural Creatives
Diksha (Deeksha)
Dream Dictionary
Dream Interpretation
Dream interpreter
Dreams
Enlightenment
Essential Oils
Feng Shui
Flower Essences
Gaia Hypothesis
Indigo Children
Kalki Bhagavan
Karma
Kundalini
Kundalini Yoga
Life after death
Mayan Calendar
Meaning of Dreams
Meditation
Morphogenetic Fields
Psychic Ability
Reincarnation
Spiritual Art, Music & Dance
Spiritual Awakening
Spiritual Enlightenment
Spiritual Healing
Spirituality and Health
Spiritual Jokes
Spiritual Parenting
Vastu Shastra
Womens Spirituality
Yoga Positions
Site map 2
Site map
.

scene graph

A Wisdom Archive on scene graph

scene graph

A selection of articles related to scene graph

More material related to Scene Graph can be found here:
Index of Articles
related to
Scene Graph
scene graph

ARTICLES RELATED TO scene graph

scene graph: Encyclopedia II - Standard Widget Toolkit - Arguments in favour of SWT development

Those who support SWT observe that: When developers of an operating system change its look and feel, Swing must be manually updated to match the changes. This tends to cause Swing's look-and-feel to lag behind that of the native operating system. Despite the fact that it might be possible for Swing to support native operating system themes, this support has not been fully implemented. Consequently, when an end-user chooses an operating-system theme other than the default, Swing applications will look and feel different ...

See also:

Standard Widget Toolkit, Standard Widget Toolkit - Arguments in favour of SWT development, Standard Widget Toolkit - Criticisms of SWT, Standard Widget Toolkit - History, Standard Widget Toolkit - Solutions to the reunification of the Java desktop standards

Read more here: » Standard Widget Toolkit: Encyclopedia II - Standard Widget Toolkit - Arguments in favour of SWT development

scene graph: Encyclopedia II - QuickDraw 3D - QD3D

QD3D had the disadvantage of running on computers with considerably less power than the SGI systems OpenGL was designed for. This guided the developers to cleanly separate the system into a high-level and low-level set of APIs, so that the lower levels could be implemented entirely in hardware. Since the high-level API was not intended to run directly on hardware, it could be made as feature packed as it wanted. The result was that QD3D offered a considerably richer programming system for developers, one that dramatically reduced the ...

See also:

QuickDraw 3D, QuickDraw 3D - 3D in general, QuickDraw 3D - QD3D, QuickDraw 3D - RAVE, QuickDraw 3D - Switch to OpenGL

Read more here: » QuickDraw 3D: Encyclopedia II - QuickDraw 3D - QD3D

scene graph: Encyclopedia II - Open Inventor - Raison d'être

OpenGL (OGL) is a low level library that takes lists of simple polygons and renders them as quickly as possible. To do something more practical like “draw a house”, the programmer must break down the object into a series of simple OGL instructions and send them into the engine for rendering. One problem is that OGL performance is highly sensitive to the way these instructions are sent into the system, requiring the user to know which instructions to send and in which order, and forcing them to carefully cull the data to avoid sending in ...

See also:

Open Inventor, Open Inventor - Early history, Open Inventor - Raison d'être, Open Inventor - TGS Open Inventor, Open Inventor - Performer, Open Inventor - Mid 1990s, Open Inventor - Recent history

Read more here: » Open Inventor: Encyclopedia II - Open Inventor - Raison d'être

scene graph: Encyclopedia II - Java 3D - Competing technologies

Java3D is not the only high-level API option to render 3D in Java. In part due to the pause in development during 2003/2004 many competing Java scenegraph technologies emerged. Here is some of them: Java 3D - Generic purpose. AgentFX Java 3D - Gaming. Xith3D jMonkey Engine Espresso3D Java 3D - Visualization. Aviatrix3D JView In addition to those many other C or C+ ...

See also:

Java 3D, Java 3D - History, Java 3D - Features, Java 3D - Competing technologies, Java 3D - Generic purpose, Java 3D - Gaming, Java 3D - Visualization

Read more here: » Java 3D: Encyclopedia II - Java 3D - Competing technologies

scene graph: Encyclopedia II - Bounding volume - Common types of bounding volume

A bounding sphere is a sphere containing the object. Spheres are very quick to test for collision with each other: two spheres are separated if the distance between their centres is greater than the sum of their radii. This makes bounding spheres appropriate for objects that can move in three dimensions. A bounding cylinder is an upright axis-aligned cylinder containing the object. Cylinders are appropriate for objects that can rotate about the vertical axis but not about other axes, and especially appropriate for object ...

See also:

Bounding volume, Bounding volume - Uses of bounding volumes, Bounding volume - Common types of bounding volume, Bounding volume - Basic Intersection Checks, Bounding volume - External link

Read more here: » Bounding volume: Encyclopedia II - Bounding volume - Common types of bounding volume

scene graph: Encyclopedia II - Mobile 3D Graphics API for J2ME - Immediate and Retained Modes

M3G provides two ways for developers to draw 3D graphics: immediate mode and retained mode. In immediate mode, graphics commands are issued directly into the graphics pipeline and the rendering engine executes them immediately. When using this method, the developer must write code that specifically tells the rendering engine what to draw for each animation frame. Retained mode uses a scene graph that links all geometric objects in the 3D world in a tree structure. Higher-level information about each object — such as its ge ...

See also:

Mobile 3D Graphics API for J2ME, Mobile 3D Graphics API for J2ME - Goals of M3G, Mobile 3D Graphics API for J2ME - M3G is not Java 3D, Mobile 3D Graphics API for J2ME - Immediate and Retained Modes, Mobile 3D Graphics API for J2ME - Other Features

Read more here: » Mobile 3D Graphics API for J2ME: Encyclopedia II - Mobile 3D Graphics API for J2ME - Immediate and Retained Modes

scene graph: Encyclopedia II - Standard Widget Toolkit - History

IBM possessed a Java integrated development tool called Visual Age for Java. This product was open-sourced and led to the development of the Eclipse platform, with the stated intent of competing with Microsoft's Visual Studio. Rumour has it that the naming was intended to imply an "eclipse of the Sun", referring to Sun Microsystems, the developer and standards-steward of Java through the Java Community Process. The AWT (or Abstract Window Toolkit) was the first user interface toolkit for Java. It used native peers (as does SWT) but ad ...

See also:

Standard Widget Toolkit, Standard Widget Toolkit - Arguments in favour of SWT development, Standard Widget Toolkit - Criticisms of SWT, Standard Widget Toolkit - History, Standard Widget Toolkit - Solutions to the reunification of the Java desktop standards

Read more here: » Standard Widget Toolkit: Encyclopedia II - Standard Widget Toolkit - History

scene graph: Encyclopedia II - Standard Widget Toolkit - Criticisms of SWT

Critics of the SWT toolkit point out that: Performance of Swing is improving with every release; Swing has completely extensible platform support and improving the look-and-feel is possible by end-users. There is no theoretical reason why Swing should lag behind operating system support generally, since the files needed by the system to determine the installed theme can equally easily be read by Swing. For demonstration, the Eclipse IDE has been rendered in Swing; In order to support SWT as a part of the standa ...

See also:

Standard Widget Toolkit, Standard Widget Toolkit - Arguments in favour of SWT development, Standard Widget Toolkit - Criticisms of SWT, Standard Widget Toolkit - History, Standard Widget Toolkit - Solutions to the reunification of the Java desktop standards

Read more here: » Standard Widget Toolkit: Encyclopedia II - Standard Widget Toolkit - Criticisms of SWT

scene graph: Encyclopedia II - QuickDraw 3D - RAVE

In order to deal with the performance-critical rasterization operation, Apple designed QD3D to sit on top of a separate package known as RAVE (Rendering Acceleration Virtual Engine). The result was something much closer to OpenGL — more primitive to program, but with increased control over rendering. Although RAVE did what it intended to do, the effort was essentially doomed. Good low-level 3D performance relies not only on the programmer to provide efficient models, but high-quality drivers for the hardware as well. This is ...

See also:

QuickDraw 3D, QuickDraw 3D - 3D in general, QuickDraw 3D - QD3D, QuickDraw 3D - RAVE, QuickDraw 3D - Switch to OpenGL

Read more here: » QuickDraw 3D: Encyclopedia II - QuickDraw 3D - RAVE

scene graph: Encyclopedia II - Open Inventor - Mid 1990s

At some point in the mid-1990s it was realized that there was no good reason that the two systems could not be combined, resulting in a single high-level API with both performance and programmability. SGI started work on yet another project aimed at merging the two, eventually culminating in Cosmo 3D. However Cosmo had a number of practical problems that could have been avoided with better design. Eventually all of these ideas would come together to create the OpenGL++ effort, along with Intel, IBM and DEC. Essentially a cleaned up an ...

See also:

Open Inventor, Open Inventor - Early history, Open Inventor - Raison d'être, Open Inventor - TGS Open Inventor, Open Inventor - Performer, Open Inventor - Mid 1990s, Open Inventor - Recent history

Read more here: » Open Inventor: Encyclopedia II - Open Inventor - Mid 1990s

scene graph: Encyclopedia II - Bounding volume - Basic Intersection Checks

For some types of bounding volume (OBB and Convex Polyhedra), an effective check is that of the "Separating Axis Test". The idea here is that, if there exists an axis by which the objects do not overlap, then the objects do not intersect. Usually the axes checked are those of the basic axes for the volumes (the unit axes in the case of an AABB, or the 3 base axes from each OBB in the case of OBBs). Often, this is followed by also checking the cro ...

See also:

Bounding volume, Bounding volume - Uses of bounding volumes, Bounding volume - Common types of bounding volume, Bounding volume - Basic Intersection Checks, Bounding volume - External link

Read more here: » Bounding volume: Encyclopedia II - Bounding volume - Basic Intersection Checks

scene graph: Encyclopedia II - Bounding volume - Uses of bounding volumes

Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, it is used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained in the volume. These intersection tests produce a list of objects that must be displayed. Here, displayed means rendered or rasterized. In collision detection, when two bounding volumes do not i ...

See also:

Bounding volume, Bounding volume - Uses of bounding volumes, Bounding volume - Common types of bounding volume, Bounding volume - Basic Intersection Checks, Bounding volume - External link

Read more here: » Bounding volume: Encyclopedia II - Bounding volume - Uses of bounding volumes

scene graph: Encyclopedia II - QuickDraw 3D - 3D in general

Most 3D toolkits concentrate on the lowest levels of the 3D rendering pipeline. These include describing the basic geometry of the “world”, and systems for describing objects based on that geometry. Key to high performance in 3D applications is limiting the data that needs to be manipulated, and storing that in an efficient way in order to reduce the amount of memory that needs to be transferred to the display hardware during drawing. Computer bus operations can be many times slower than the processing of that data, so every e ...

See also:

QuickDraw 3D, QuickDraw 3D - 3D in general, QuickDraw 3D - QD3D, QuickDraw 3D - RAVE, QuickDraw 3D - Switch to OpenGL

Read more here: » QuickDraw 3D: Encyclopedia II - QuickDraw 3D - 3D in general

More material related to Scene Graph can be found here:
Index of Articles
related to
Scene Graph
.
  » Home » » Home »