Примеры использования Scene graph на Английском языке и их переводы на Русский язык
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A scene graph is pretty easy to make.
Most 3D engines use a scene graph.
The scene graph would have a'horse' node with a'knight' node attached to it.
Let's make a solar system scene graph.
The scene graph takes care of the fact that the earth is orbiting the sun.
The full name of the file is Open Inventor Scene Graph File.
Typically each Node in a scene graph represents a local space.
A better solution though is to add more nodes to our scene graph.
A scene graph is usually a tree structure where each node in the tree generates a matrix.
If you look at pretty much any 3D library you will find a scene graph similar to this.
A scene graph is a collection of nodes in a graph or tree structure.
You might notice a matrix stack is very similar to a scene graph that we covered before.
A scene graph had a tree of nodes and as we walked the tree we multiplied each node by its parent's node.
PHIGS was the first commercial scene graph specification, and became an ANSI standard in 1988.
A scene graph provides a structure to help decide what matrix math to apply to an object.
There's a zillion ways to organize a scene graph and I'm not sure which way is best.
In these large applications, memory requirements are major considerations when designing a scene graph.
It's common to compute matrices from a scene graph and we will go over that in another article.
With a scene graph you just make the moon a child of the earth and then orbit the earth which is simple.
All plugins which support model visualization must translate the model data into a scene graph via this library.
Applying an operation on a scene graph requires some way of dispatching an operation based on a node's type.
Shortly thereafter, Silicon Graphics released IRIS Inventor 1.0(1992), which was a scene graph built on top of the IRIS GL 3D API.
At this point, many scene graph engines then traverse back up the tree, applying a similar operation.
The HOOPS 3D Graphics System appears to have been the first commercial scene graph library provided by a single software vendor.
For this reason, many large scene graph systems use geometry instancing to reduce memory costs and increase speed.
But since the underlying implementation of the rendering API usually lacks portability,one might separate the scene graph and rendering systems instead.
This may not be the typical viewof a scene graph, but there are benefits to including a BVH in a scene graph.
The scene graph may also describe the spatial, as well as the logical, relationship of the various entities: the knight moves through 3D space as the horse moves.
For example, consider a render operation thattakes transformations into account: while recursively traversing down the scene graph hierarchy, a pre-render operation is called.
In particular, it is bad to have the scene graph contained within the spatial partitioning system, as the scene graph is better thought of as the grander system to the spatial partitioning.