RE: [Algorithms] FW: [CsMain] Scene Graphs
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From: Ko, M. <MAN...@ca...> - 2000-09-04 21:43:38
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The scene-graph should be the foundation of any realtime renderer. The parent-child is to put a good heirarchy. I don't find it essential to have both a parent and child link. And the child link is jst a concept. U can use an array for containers (which I do). A good heirarchy is essential to any good culling or collision testing. Or for sharing sub-trees. A well abstracted heirarchy allows a good separation of overall scene access function be separated from the most optimal renderer specific representation. Which allows a single RT core rendering but supports multiple DirectX versions, or OpenGL and Direc3D. Besides, the scene-graph is needed to interface to an animation or physics engine well. -----Original Message----- From: Aaron Drew [mailto:ri...@ho...] Sent: Saturday, September 02, 2000 4:56 PM To: gda...@li... Subject: [Algorithms] FW: [CsMain] Scene Graphs I've read many discussions on this list as to the pro's and con's of various solutions to storing, rendering and processing 3D objects but the scene-graph hasn't really made much discussion since I've been subscribed. I can't seem to find much on the web in regards to their usefulness apart from a few papers on VRML and Java3D. I'm having trouble seeing how the added cost of unnecessary traversal of nodes and the memory overheads of parent/child links in a scene would be worth the added effort but I'm curious as to the thoughts of the many experienced developers on this list. Do scene-graphs pay off? If so, how? Managing vertex buffers, textures, multiple instances of objects (with shared vertex data), etc can get rather clumsy without a consistant system yet everything I've read about scene-graphs suggests that they are simply traversed and the objects in them rendered. How would I represent (say) an octree implementation within a construct like this? - Aaron _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |