Scene Graph
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.
- Wikipedia Entry for Scene Graphs
- Game Engine Architecture – Book Except (Scene Graphs)
- Understanding and Implementing Scene Graphs
- Scene graph & moving objects
- Terrain and scene graphs
- Scenegraph Management
- Scenegraphs: Past, Present and Future
- Game Object Structure: Scene Graphs
- Game Object Structure: Scene Graphs Revisited
- The GDC 2003 Game Object Structure Roundtable (scene graph section)
- Scene Graph/Renderer interface
- Scene Graph. DAG or Tree With Mesh List?
- Design Patterns used in the OpenSceneGraph
- API-agnostic vertex storage and conversion to API-usable storage
- Some UML class diagrams
- Nvidia implementation of a scene graph dedicated for good shader support
- SG integration
- Material/Shader implmentation
- Shader system implementation
- YASIT
- Shader Engine Design Decisions
- Optimized View Frustum Culling Algorithms for Bounding Boxes
- Optimized View Frustum Culling Algorithms
- Efficient View Frustum Culling
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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A scenegraph is not a tree, it’s a graph, as the name implies.
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.