- published: 31 Jan 2014
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A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often (but not necessarily) spatial representation of a graphical scene. Examples of such programs include Acrobat 3D, Adobe Illustrator, AutoCAD, CorelDRAW, OpenSceneGraph, OpenSG, VRML97, X3D, Hoops and Open Inventor.
A scene graph is a collection of nodes in a graph or tree structure. A tree node (in the overall tree structure of the scene graph) may have many children but often only a single parent, with the effect of a parent applied to all its child nodes; an operation performed on a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix (see also transformation and matrix) at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes/objects into a compound object that can then be moved, transformed, selected, etc. as easily as a single object.
Scene (from Greek σκηνή skēnḗ) may refer to:
Graph may refer to:
In information science:
In mathematics:
In computer science:
Other uses:
OpenSceneGraph is an open source 3D graphics application programming interface, used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization and modeling.
The toolkit is written in standard C++ using OpenGL, and runs on a variety of operating systems including Microsoft Windows, Mac OS X, Linux, IRIX, Solaris and FreeBSD. Since version 3.0.0, OpenSceneGraph also supports application development for mobile platforms, namely iOS and Android.
The OpenSceneGraph project was initiated by Don Burns in 1998. Robert Osfield joined the project during 1999, working on porting finished components for Microsoft Windows. The project went open source in September 1999 and the official project website was created. Towards the end of the year Osfield took over the project and began extensive refactoring of the existing codebase, putting emphasis on modernisation, embracing modern C++ standards and design patterns.
In April 2001, taking into account growing community of users and interest of public, Robert Osfield created OpenSceneGraph Professional Services, providing commercial support, consulting and training services. This marks full professionalization of the project.
A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and personal computers. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is often economized, in large part, by reusing/adapting the same game engine to create different games, or to make it easier to "port" games to multiple platforms.
In many cases game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game engine developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called "middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video game industry.Gamebryo, JMonkey Engine and RenderWare are such widely used middleware programs.
#34 3D Game Engine Tutorial: Scene Graph
[SCENEGRAPH] How to make your own game engine - Part 11 - C++ Tutorial
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Hey everybody, in this new series we will show you how to produce and implement your own game engine from scratch :D [SCENEGRAPH] Today we will be implemeting some easy things. We will add game objects to the scene and make sure everything is drawed correctly to the screen etc. We will also apply some color to our scene. Stay tuned for more upcomming video about components etc. Next video will probably be about " Input " management. GitHub https://github.com/Dyronix/DyroEngine For people who wanna stay with up to date with the video they are currently watching they will have to checkout to commit: b667c6b Free version of visual studio: https://www.visualstudio.com/en-us/pr...
Qt World Summit 2015, OCTOBER 5-7, BERLIN, GERMANY Using the Qt Quick Scene Graph API: The scene graph is the main change under the hood of QtQuick 2 that justified a new major version of the technology, while the rest initially remained similar to QtQuick 1. The extra performance is provided automatically for applications to enable smooth panning and scaling, but there are some situations where you can take advantage of using the scene graph API directly to smoothen your custom graphical item animations. This talk will present how the lower-level scene graph API in QtQuick can, with the help of a few lines of C++ code, allow you to reduce the overhead of QML abstractions and offload some transform computations to the GPU. In addition this will present: - What the scene graph is and how...
Today we finally to get implement our transform parent-child relationships. This allows all our transformations to cascade from parent to child in a way to create specific effects very easily. We also get to use our transform object as an empty/folder/container/groups to create a single point to apply a transformation to a group of renderables. ===================================================== GitHub :: https://github.com/sketchpunk/FunWithWebGL2 Patreon :: https://www.patreon.com/sketchpunk Tumblr :: http://sketchpunklabs.tumblr.com/
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene. Examples of such programs include Acrobat 3D, Adobe Illustrator, AutoCAD, CorelDRAW, OpenSceneGraph, OpenSG, VRML97, X3D, Hoops and Open Inventor. A scene graph is a collection of nodes in a graph or tree structure. A tree node may have many children but often only a single parent, with the effect of a parent applied to all its child nodes; an operation performed on a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix at each group level and concatenating such matrices together is an efficient and natura...
This is the accompanying video to a publication to EuroVis 2017: Dynamic Scene Graph: Enabling Scaling, Positioning, and Navigation in the Universe Emil Axelsson, Jonathas Costa, Cláudio Silva, Carter Emmart, Alexander Bock, and Anders Ynnerman
Sun Microsystems Instructional Designers Inyoung Cho and Cindy Church describe the JavaFX Scene Graph and demonstrate how it is used by running a sample JavaFX application in NetBeans for JavaFX. See JavaFX.com for more information. For a high resolution version of the video, see http://mediacast.sun.com/users/cindo/media/JavaFXSceneGraph.mov
A scene graph is a general data structure used in modern computer games, which arranges the logical and representation of a graphical scene. For example if we have Square on the table and we want to rotate the square when base table rotate then in such situation scene graph used.
This demo shows how the FPS character can interact with static and dynamic objects in the scene. Scene objects can be simple or can be composed into a tree hierarchy. Such compound objects like cars, street lights, reflectors can contain arbitrary scene nodes such as models or light sources. Child objects have their own local transformation within the hierarchy and they inherit global transformation from their parents.
In diesem Video erkläre ich die funktionen der Toolbar und des Scenegraph. Außerdem Fangen wir an mit dem Terrian Editing(bodenverändern). Ich hoffe es gefällt euch. Downloads: Giants Editor: http://gdn.giants-software.com/downloads.php Leermap: http://www.ls15mods.com/leere-map-v-1-0/ Straßen: https://www.modhoster.de/mods/strassen-baukasten
This is my first test with drawing multiple objects in Direct3D. The smaller boxes are children of the larger boxes.
Lesson 2 in the GearVRF Tutorial introducing the scene graph concept and describing application structure.
Hey everybody, in this new series we will show you how to produce and implement your own game engine from scratch :D [SCENEGRAPH] Today we will be implemeting some easy things. We will add game objects to the scene and make sure everything is drawed correctly to the screen etc. We will also apply some color to our scene. Stay tuned for more upcomming video about components etc. Next video will probably be about " Input " management. GitHub https://github.com/Dyronix/DyroEngine For people who wanna stay with up to date with the video they are currently watching they will have to checkout to commit: b667c6b Free version of visual studio: https://www.visualstudio.com/en-us/pr...
Qt World Summit 2015, OCTOBER 5-7, BERLIN, GERMANY Using the Qt Quick Scene Graph API: The scene graph is the main change under the hood of QtQuick 2 that justified a new major version of the technology, while the rest initially remained similar to QtQuick 1. The extra performance is provided automatically for applications to enable smooth panning and scaling, but there are some situations where you can take advantage of using the scene graph API directly to smoothen your custom graphical item animations. This talk will present how the lower-level scene graph API in QtQuick can, with the help of a few lines of C++ code, allow you to reduce the overhead of QML abstractions and offload some transform computations to the GPU. In addition this will present: - What the scene graph is and how...
Today we finally to get implement our transform parent-child relationships. This allows all our transformations to cascade from parent to child in a way to create specific effects very easily. We also get to use our transform object as an empty/folder/container/groups to create a single point to apply a transformation to a group of renderables. ===================================================== GitHub :: https://github.com/sketchpunk/FunWithWebGL2 Patreon :: https://www.patreon.com/sketchpunk Tumblr :: http://sketchpunklabs.tumblr.com/
In diesem Video erkläre ich die funktionen der Toolbar und des Scenegraph. Außerdem Fangen wir an mit dem Terrian Editing(bodenverändern). Ich hoffe es gefällt euch. Downloads: Giants Editor: http://gdn.giants-software.com/downloads.php Leermap: http://www.ls15mods.com/leere-map-v-1-0/ Straßen: https://www.modhoster.de/mods/strassen-baukasten
Scene Graph: A Different Approach to Graphics in Qt recorded DevDays 2010 in Munich Presented by: Gunnar Sletta User Interfaces with game performance! The Qt Scene Graph project is researching how Qt can make better use of modern graphics hardware, both to open up for features that were previously difficult and to increase performance of highly dynamic and animated user interfaces. This talk aims to explore a different approach to how graphics could potentially be done in Qt.
Learn to use the Material Graph and take your materials to the next level in KeyShot. 0:05 Intro 0:40 Agenda 1:06 Specs 2:30 Topics 3:10 Presentation 30:00 Hands-on demonstration 46:02 Q&A; Download the KeyShot Stapler scene here: https://www.keyshot.com/?ddownload=335003 Download the KeyShot Material Graph Presentation: https://www.keyshot.com/?ddownload=335007 Software and resources mentioned: https://cloud.keyshot.com/ https://www.keyshot.com/forum/ More webinars available here: https://www.keyshot.com/learning/webinars Download and try KeyShot here: https://www.keyshot.com/try/ Song: Happy Times Forever by Diesel_J https://audiojungle.net/item/happy-times-forever/3807262
X3D for Web Authors, Chapter 1A, Technical Overview. Introduction, historical background, Web3D Consortium, importance of standardization, X3D Specifications and International Organization of Standards (ISO), intellectual property rights (IPR) and open-source software, interoperability considerations. Examples http://x3dgraphics.com/examples/X3dForWebAuthors/Chapter01-TechnicalOverview/
An introduction to Panda's scene graph, from a user's point of view, as well as some implementation details. Disney VR Studio lecturer: David Rose
Seminario svolto da Andrea Stefani durante il JUG Padova Meeting #30. Abstract: l'API di Java 3D permette di aggiungere dei blocchi di codice eseguibili all'interno dello scenegraph attraverso una classe derivata da Behavior ( javax.media.j3d.Behavior). Dopo una breve panoramica sulle "built-in behavior" e sui "wakeup criteria", andremo ad introdurre il modo per realizzare delle custom behavior per poi fare alcune considerazioni sui vantaggi e svantaggi nel loro utilizzo. Lucio Benfante Relatore: Andrea Stefani
A quick look at animating with splines in C4D. - Captured Live on Ustream at http://www.ustream.tv/channel/mograph-mentor-live
Course 10 Projective Geometric Algebra: A Swiss Army Knife for Graphics and Games Charles Gunn (TU Berlin) Abstract: A short, informal introduction to a newly-developed toolkit for doing euclidean geometry, based on half-forgotten 19th century discoveries. In three words: quaternions on steroids. Level of difficulty: the treatment will be aimed at entering graduate students who after a day of tutorials might prefer to be relaxing in a beer garden. Brief Biographies: In three words: projective geometry evangelist. Degrees: M. S. (Math., UNC-CH) and Ph. D. (Math., TU-Berlin). Work history: Pixar, the Geometry Center (U. of MN.), Green Meadow Waldorf School, and TU-Berlin. Wide experience in 3D scene graph development (jReality) driven by interests in interactive visualization and mathemat...
JavaFX Jumpstart JavaFX is cool, fresh and practicable – at least since Java 8. It comes with interesting features like FXML which is used to declare views, CSS for the styling of the UI and a Property API to model data-flows between architectural layers. With many other useful APIs like the Animation API, JavaFX became a state of the art UI-Toolkit which can be used to create desktop, mobile and even browser applications. This session gives you an idea about the benefits and how you can start exploring this useful Toolkit. Live coding included. JavaFX – Two for One This session discusses two great topics in one slot. On one hand the session will demonstrate how to run JavaFX applications in any browser, without the need of a plugin. This is possible due to the shown approach which lev...
Qt Quick and QML provide an easy way to rapidly develop customized, reusable components entirely within QML. As these components grow in complexity, performance and maintainability often suffer, a drawback that is especially noticeable on low-powered embedded and mobile devices. In addition, some specialized components simply cannot be implemented by combining existing Qt Quick items in QML. For these cases, Qt Quick provides access to its underlying OpenGL scene graph via a C++ API. Components created this way are more closely aligned to the underlying scene graph architecture allowing improved performance and a cleaner implementation.
Developing a modern network game is very expensive. Performance is important, so people don’t normally think of using Java, let alone a more dynamic language. Fabric is a game that was developed by one person with JMonkeyEngine and the Kawa language. It is an immersive 3-D multiplayer role-playing game with distinctive features. JMonkeyEngine is a pure Java scene-graph-based game engine. Kawa is a mature Scheme-based language with good Java integration and high performance. All Fabric-specific code is in Kawa. This session demonstrates unique Fabric features made possible by Kawa and JMonkeyEngine and touches on Kawa’s advantages and limitations compared to alternatives, especially Clojure and ABCL. Speaker: Per Bothner, Consultant, self Per Bothner founded the Kawa project in 1996. Kawa ...
Qt 3D is a framework for implementing data-driven 3D scenes with C++ or QML. However, building applications directly with this API can be a daunting task, especially for newcomers. Setting up frame graphs, render passes, materials and similar all require prior knowledge of 3D graphics pipelines. There is also a lack of tooling: those looking for designer-friendly scene and animation editors have been left out in the cold – until recently. With the advent of the 3D Studio contribution from NVIDIA, the tooling situation is going to be improved vastly. At the same time, when it comes to the runtimes, this is going to lead to a more convoluted graphics engine landscape inside Qt: OpenGL (or other graphics APIs) and scene graphs built on top are now in direct and independent use in Qt Quick, Q...
This session explores the visual expressiveness of JavaFX and discusses how to create highly interactive and dynamic visualizations. Among other things, it takes a look at hierarchical graph visualization and discusses how to implement automatic rule-based scene graph optimization for visualizing vast amounts of data. As an example, you will visualize and manipulate semantic networks, abstract syntax trees (ASTs), workflows, and other graphs. The second part of the session explains how to create amazing interactive physical simulations with JavaFX and apply physical behavior to layouts and JavaFX controls. You will get full access to powerful multitouch sample applications that utilize controls from JFXtras, VWorkflows, and Enzo. Author: Michael Hoffer Michael Hoffer is a computer scien...
Recorded at the Qt Developer Days in Berlin in 2013. Slides available at https://devdays.kdab.com/?page_id=225 Short Abstract: This presentation is intended as an introduction for everyone looking to combine the flexibility and ease of use provided by QML with the low level rendering performance of modern OpenGL. We will show you how easy it is to tap into the OpenGL rendering context used by QSceneGraph and have a "pure" OpenGL scene rendered underneath, over or even side-by-side of your regular QML controls. Abstract: Since Qt 5 and QML 2.0, OpenGL has become an integral part of Qt's rendering engine. Be it your regular desktop or an embedded platform, Qt now takes advantage of your graphics hardware to provide a smooth and rich end user experience. Combine that with the expressive pow...
CSE 240 @ ASU: In order to complete the honors requirements for CSE 240, the student will need to become familiar with a rich client framework. The two options that we will support / grade will be Microsoft Silverlight and Oracle's JavaFX. This will be an introduction and tutorial video about working with JavaFX; a framework the supporting UGTA is familiar with and can offer assistance with. By the end of the stream, the student will be proficient with some basic JavaFX libraries, the scene graph, scene builder, and FXML.