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Scene graph - Introduction | A Wisdom Archive on Scene graph - Introduction |  | Scene graph - Introduction A selection of articles related to Scene graph - Introduction |  |
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Scene graph, Scene graph - Introduction, Scene graph - PHIGS, Scene graph - Scene-graph Implementation, Scene graph - Scene-graph Operations and Dispatch, Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs, Scene graph - Scene-graphs and Spatial Partitioning, Scene graph - Scene-graphs in games and 3D applications, Scene graph - Scene-graphs in graphics editing tools, Scene graph - When it is useful to combine them
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ARTICLES RELATED TO Scene graph - Introduction |  |  |  | Scene graph - Introduction: Encyclopedia II - Scene graph - IntroductionA scene-graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. Examples of such programs include AutoCAD, Adobe Illustrator and CorelDraw.
The scene-graph is an object-oriented structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene. The definition of a scene-graph is fuzzy, this situation arises because the programmers that implement scene-graphs in applications and in particular the games industry take the ...
See also:Scene graph, Scene graph - Introduction, Scene graph - Scene-graphs in graphics editing tools, Scene graph - Scene-graphs in games and 3D applications, Scene graph - Scene-graph Implementation, Scene graph - Scene-graph Operations and Dispatch, Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs, Scene graph - Scene-graphs and Spatial Partitioning, Scene graph - When it is useful to combine them, Scene graph - PHIGS Read more here: » Scene graph: Encyclopedia II - Scene graph - Introduction |
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 |  |  | Scene graph - Introduction: Encyclopedia II - Scene graph - Scene-graph ImplementationThe simplest form of scene graph uses an array or linked list data structure, and displaying its shapes is simply a matter of linearly iterating the nodes one by one. Other common operations, such as checking to see which shape intersects the mouse pointer (e.g., in a GUI-based applications) are also done via linear searches. For small scenegraphs, this tends to suffice.
Larger scenegraphs cause linear operations to become noticeably slow and thus more complex underlying data structures are used, the most popular being a tree. This is ...
See also:Scene graph, Scene graph - Introduction, Scene graph - Scene-graphs in graphics editing tools, Scene graph - Scene-graphs in games and 3D applications, Scene graph - Scene-graph Implementation, Scene graph - Scene-graph Operations and Dispatch, Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs, Scene graph - Scene-graphs and Spatial Partitioning, Scene graph - When it is useful to combine them, Scene graph - PHIGS Read more here: » Scene graph: Encyclopedia II - Scene graph - Scene-graph Implementation |
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 |  |  | Scene graph - Introduction: Encyclopedia II - Scene graph - Scene-graphs and Spatial PartitioningAn effective way of combining spatial partitioning and scene-graphs is by creating a scene leaf node that contains the spatial partitioning data - This data is usually static and generally contains non-moving level data in some partitioned form. Some systems may have the systems separate and render them separately, this is fine and there are no real advantages to either method. In particular it is bad to have the scene-graph contained within the spatial partitioning system, this is because the scene-graph is better thought of as the grander system to the spatial partitioning.
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See also:Scene graph, Scene graph - Introduction, Scene graph - Scene-graphs in graphics editing tools, Scene graph - Scene-graphs in games and 3D applications, Scene graph - Scene-graph Implementation, Scene graph - Scene-graph Operations and Dispatch, Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs, Scene graph - Scene-graphs and Spatial Partitioning, Scene graph - When it is useful to combine them, Scene graph - PHIGS Read more here: » Scene graph: Encyclopedia II - Scene graph - Scene-graphs and Spatial Partitioning |
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 |  |  | Scene graph - Introduction: Encyclopedia II - Scene graph - Scene-graph and Bounding Volume Hierarchies BVHsBounding Volume Hierarchies (BVHs) are useful for numerous tasks - including efficient culling and speeding up collision detection between objects. A BVH is a spatial structure but doesn't have to partition the geometry (see spatial partitioning, below).
A BVH is a tree of bounding volumes (often spheres, AABBs or/and OBBs). At the bottom of the hierarchy the size of the volume is just large enough to encompass a single object tightly (or possibly even some smaller fraction of an object in high resolution BVHs), as you walk up the hie ...
See also:Scene graph, Scene graph - Introduction, Scene graph - Scene-graphs in graphics editing tools, Scene graph - Scene-graphs in games and 3D applications, Scene graph - Scene-graph Implementation, Scene graph - Scene-graph Operations and Dispatch, Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs, Scene graph - Scene-graphs and Spatial Partitioning, Scene graph - When it is useful to combine them, Scene graph - PHIGS Read more here: » Scene graph: Encyclopedia II - Scene graph - Scene-graph and Bounding Volume Hierarchies BVHs |
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