Scene Graph

Scene Management | Saturday 18 October 2008 12:14 am

A scene graph is a tree structure that tries to structure the objects in a scene accordingly to transformations, textures, materials and much more instead of just the geometrical representation of objects like for example a quadtree does. All games does contain a scene graph in some way, in the most simple form it could just be a root node and all other rendered objects as child nodes to the root node.

Here’s a list of useful links concerning scene graphs. Most links are borrowed from a post on gamedev.net but copied to this post so that I could remove broken links and include new ones.

  • Scene Graph Basics
  • Scene Graph design/implementation issues/notes etc
  • SG State Sorting
  • Shader/Material System/Integration
  • Optimizations for scene graphs
  • Spatialization
  • Most of this list was copied from the following gamedev.net forum thread.
    http://www.gamedev.net/community/forums/topic.asp?topic_id=349829

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    2 Comments »

    1. Comment by shap — January 13, 2010 @ 5:36 pm

      A scenegraph is not a tree, it’s a graph, as the name implies.

    2. Comment by admin — January 15, 2010 @ 4:32 am

      Yes, you’re correct that a graph is not necessary a tree. But in computer graphics, from my experience, most scene graphs are actually trees. And many algorithms applied on scene graphs only work if they are trees.

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