Talk:Scene graph

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It really should be its own page considering BVHs could be used for much more. —Preceding unsigned comment added by 134.197.40.199 (talk) 09:45, 27 February 2009 (UTC)[reply]


You are absolutely right here. BVHs and Scene graphs are completely different things. The nodes of a scene graph usually contain bounding volumes (amongst other informations) so they are in most cases some part of a scene graph which leads a scene graph to forming some kind of hierarchy of bounding volumes (but that is not a BVH in common sense).

The purpose of a scenegraph, whether it uses bounding volumes or not, is solely for managing a three-dimensional scene for optimized rendering. It does not necessarily consist of bounding volumes (but most often will) so it is not always a bounding volume hierarchy.

BVHs are a geometric data structure like an Octree, kd-Tree, BIH, Grid and so on and are used for the same purpose as the other geometric data structures, namely fast ray intersection (raytracing), culling and collision detection.

Bertikrueger (talk) 17:40, 22 August 2009 (UTC)[reply]

They have since gotten their own article. -- Beland (talk) 23:21, 2 December 2014 (UTC)[reply]

graph[edit]

could do with being organised to wikipedia article style

This article goes into great detail about optimization. That's fine, except that has nothing to do with the concept of a scene graph. Whoever decides to renovate this article, keep that in mind.the1physicist 21:07, 3 September 2005 (UTC)[reply]

29th september 2005

The article did go off on a tangent about optimization so I have added a-lot of new information, expert information, given the article a decent structure and tried to keep the existing comments still valid by giving them context and examples. David Gill

Well done, David, looks like excellent work to me. Mortene 18:48, 1 October 2005 (UTC)[reply]

Link[edit]

please link the BVH section on this page with the octree article.
Moreover this article should be splitted on numerous pages. — Preceding unsigned comment added by 82.225.49.61 (talkcontribs) 01:43, 23 December 2005‎

The octree article has since been linked in a later section. I disagree the article should be split as it now stands. -- Beland (talk) 23:13, 2 December 2014 (UTC)[reply]

basic reference[edit]

i would like to see a pointer to:

James H. Clark, Hierarchical Geometric Models for Visible Surface Algorithms, Comm. of the ACM, vol. 19(10), pp. 547-554, 1976 http://portal.acm.org/citation.cfm?id=360354&coll=Portal&dl=ACM&CFID=9978356&CFTOKEN=74301375

it provides the basic argumentation as well as principal applications of scene graphs. in my opinion that paper marks the invention. 217.85.114.1 19:32, 26 January 2007 (UTC)[reply]

I just added it per your request. -- Beland (talk) 23:25, 2 December 2014 (UTC)[reply]

See Also[edit]

I've taken the liberty of adding a See Also section with topics related to the components that may be incorporated into a scene graph. I don't know how close to the guidelines these related topics are, but it's better than having nothing to turn to next, especially for somone trying to understand a Scene Graph, esp if he wishes to understand how it works.

C4Cypher 16:52, 27 July 2007 (UTC)[reply]

HowTo[edit]

Some sections, such as C++ virtual pointers and the actual naming of coding templates are vely likely in the spirit of a HOWTO and not an encyclopedia. Please remove, and shift to a corresponding entry in WikiBooks. Fgenolini (talk) 15:31, 15 December 2007 (UTC)[reply]

@Fgenolini: I think what you're talking about may have been removed at some point, but if not, feel free to edit the article to excise anything you find objectionable. -- Beland (talk) 23:29, 2 December 2014 (UTC)[reply]

Fuzzy/lack of consensus[edit]

I removed this text:

The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications — and, in particular, the games industry — take the basic principles and adapt these to suit particular applications. This means there is no consensus as to what a scene graph should be.

This was unreferenced and seemed somewhat contradictory, since the article then immediately went on to give a pretty clear definition. Yeah, it's not always exactly the same data structure across applications, but a general class of data structures - that is, a graph, as the name implies. -- Beland (talk) 23:10, 2 December 2014 (UTC)[reply]

Example/diagram needed[edit]

The section "Scene graphs and spatial partitioning" could use a concrete example, and probably a diagram, to explain the hybrid data structures it's talking about. In fact, the whole article could use more illustrations. -- Beland (talk) 23:20, 2 December 2014 (UTC)[reply]

leading header[edit]

"This article is about general data structure for vector-based graphics. For the software component used in user interfaces, see Canvas (GUI)."

I dont really buy that. Firstly scene graphs are technology independent - they can be for vector based, raster based, ray traced, etc ... . Now i accept that there is cross over i the 'vector' usage there, but 'vector graphics' referes to a specific form of graphics ie OpenVG ! Also - I dont think that the concept of 'canvas' is particulary established - why not 'glyphs' instead.

I nominate for removal