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Scene Graphs University of Groningen场景图格罗宁根大学
Overview Introduction Constructing a scene Rendering Frustum culling OpenGL Performer Introduction Introduction Introduction Positioning objects in a scene Linear transformations Linear transformations Positioning objects in a scene Positioning objects in a scene Positioning objects in a scene (2) Light sources Rendering states Refined scene graph LOD (Level Of Detail) node (1) LOD (Level Of Detail) node (2) Switch/animation node Rendering the scene graph (1) Rendering the scene graph (2) Frustum culling Frustum culling (2) Bounding volumes Bounding volumes Spatial structuring: Static grid Spatial structuring: BSP-tree Spatial structuring: Octree Portals Occlusion Culling OpenGL Performer OpenGL Performer OpenGL Performer * * The term ‘scene graph’ is a combination of cinematography and discrete mathematics. Scene: ‘the visual percept of a region.’ In cinematography a scene includes camera’s, actors, background and so forth Graph: ‘nodes connected by edges.’ In this case a directed acyclic graph A scene graph is a data structure which contains: (Viewable) objects Relations of objects to another Information on the appearance of objects Why use scene graphs? Possibly quick elimination of peripheral regions Easy content management Hierarchical objects are well supported Persistence; easy saving and storing Every graphics application uses some form of scene graph. Paint photo manipulation programs Illustration/design programs Presentation software Visualization of modeling and simulation Any program that provides a GUI etc… Models are stored in their own local space. To be positioned in the right position in the scene, they must be transformed from ‘model space’ to ‘world space’. It is common practice to use a 4x4 transformation matrix for this purpose. 3-dimensional coordinates can (amongst other transformations) be rotated, scaled and translated using 4x4 matrices after the vectors are rewritten in homogeneous form. Translation Sc
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