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by TFortunato
3354 days ago
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On this topic... this is something I've wondered a bit about before (logical representations of 3d scenes -- interested as someone who comes from the robotics world, and curious how the people who did video games, VR, graphics tools, etc. thought about this stuff). Obviously not the same use case, but I've tried looking before for good information on how scene graphs are structured and used, and haven't found much out there that was useful for a beginner who was interested in learning the details. If you have any resources or stuff you would be willing to share, or a well designed library that does it right (any language), I'd love to know about it! Thanks! |
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Lots of people are pretty excited about the Universal Scene Description format that Pixar published and open sourced. It's great if you're a big film animation studio looking to manage huge scenes for offline rendering but it's explicitly not optimized for any of the kinds of speed/memory trade offs required for realtime rendering applications.
There are a couple efforts underway at the Khronos group that have lots of key folks from the Collada effort involved and there's a chance they'll come up with something good but this sort of schema design is such a subtle and forward-looking task that I personally am not optimistic about an open source effort being the first to get it right (you're trying to design a data format people will want to use two decades from now without getting trapped in a vicious cycle of analysis paralysis that can prevent you from being able to ship something usable today quickly, it's much like a language design problem where eventually you want to open source it but even then you need a Guido or an Anders or similar to guide the effort onto a good long term arc)