Boost.graph : 3D graphics primitives hierarchy (scenegraph)
Hi, I am considering using boost::graph to represent a DAG of 3D graphics primitive hierarchy, much like a scenegraph in games with the exception that no drawing code is embedded with this structure. The DAG is important in that I will be injecting changes to certain nodes which than affects/updates all it's child nodes. The intention is to allow me to write tools to work with this hierarchy. Eventually, these geometries may be turned into renderable entities (via some visitor iterator) for visualization/verification but that is not the main purpose. I am very new to boost::graph and hope someone can point me at information or open source project that is relevant to my exploration. Regards
Graph lib is for data structure and algorithms related graph like tree data structure, not necessarily for graphics. The boost::graph provides a lot of algorithms surrounding its nodes and edges. So you might be able to use it, but need to research on it before you determine to use it - http://www.boost.org/libs/graph/doc/table_of_contents.html. I used it in one of our projects but I found the learning curve was a little bit steep due to the broadness of the features of the lib. Best regards, Fanzhe Cui ++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ Goldiom Systems LLC - Information and Communication Technology Provider Email: fanzhe.cui@goldiom.com Tel: 973-210-4254 www.goldiom.com ++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ -----Original Message----- From: boost-users-bounces@lists.boost.org [mailto:boost-users-bounces@lists.boost.org] On Behalf Of Nicholas Yue Sent: Wednesday, June 20, 2007 9:09 AM To: boost-users@lists.boost.org Subject: [Boost-users] Boost.graph : 3D graphics primitives hierarchy (scenegraph) Hi, I am considering using boost::graph to represent a DAG of 3D graphics primitive hierarchy, much like a scenegraph in games with the exception that no drawing code is embedded with this structure. The DAG is important in that I will be injecting changes to certain nodes which than affects/updates all it's child nodes. The intention is to allow me to write tools to work with this hierarchy. Eventually, these geometries may be turned into renderable entities (via some visitor iterator) for visualization/verification but that is not the main purpose. I am very new to boost::graph and hope someone can point me at information or open source project that is relevant to my exploration. Regards _______________________________________________ Boost-users mailing list Boost-users@lists.boost.org http://lists.boost.org/mailman/listinfo.cgi/boost-users
On 20/06/07, Nicholas Yue
I am considering using boost::graph to represent a DAG of 3D graphics primitive hierarchy, much like a scenegraph in games with the exception that no drawing code is embedded with this structure. The DAG is important in that I will be injecting changes to certain nodes which than affects/updates all it's child nodes.
Have you considered some of the open source scenegraphs? http://www.openscenegraph.com/ just had a big release, though it's fairly tightly tied to OpenGL, so it might not be exactly what you need. It may be usable without the rendering component, however. IIRC, it has intersection visirtors and such that are independant of OpenGL, so the strustures you need might be there already. ~ Scott McMurray
Hi,
There is also an other lib : Scene Graph Library (SGL) :
http://sgl.sourceforge.net/
Don't know if it is still maintain.
2007/6/22, Scott McMurray
On 20/06/07, Nicholas Yue
wrote: I am considering using boost::graph to represent a DAG of 3D graphics primitive hierarchy, much like a scenegraph in games with the exception that no drawing code is embedded with this structure. The DAG is important in that I will be injecting changes to certain nodes which than affects/updates all it's child nodes.
Have you considered some of the open source scenegraphs?
http://www.openscenegraph.com/ just had a big release, though it's fairly tightly tied to OpenGL, so it might not be exactly what you need. It may be usable without the rendering component, however. IIRC, it has intersection visirtors and such that are independant of OpenGL, so the strustures you need might be there already.
~ Scott McMurray _______________________________________________ Boost-users mailing list Boost-users@lists.boost.org http://lists.boost.org/mailman/listinfo.cgi/boost-users
-- Le temps des cerises reviendra. Dans l'immédiat, c'est le temps des noyaux. Courage.
Thank you to both Olivier and Scott.
I have look at OpenSceneGraph in the past for a visual simulation
project, there is also OpenSG.
I also had a look at SGL.
Both of them have rendering capabilities. (I might visit the
OpenSceneGraph forum to see if it is possible to separate the
rendering capabilities)
What I am looking for is a non-rendering DAG scenegraph for geometry
processing. The idea is for it to run on blades/cluster.
I hope to adapt the Model-View-Controller concept where this
non-rendering DAG scenegraph is the Model.
The View (I look at it as rendering) is separate.
The Controller (user developed code which drives the
simulation/computation) is again separate.
Regards
On 23/06/07, Olivier Tournaire
Hi,
There is also an other lib : Scene Graph Library (SGL) : http://sgl.sourceforge.net/
Don't know if it is still maintain.
2007/6/22, Scott McMurray
: On 20/06/07, Nicholas Yue
wrote: I am considering using boost::graph to represent a DAG of 3D graphics primitive hierarchy, much like a scenegraph in games with the exception that no drawing code is embedded with this structure. The DAG is important in that I will be injecting changes to certain nodes which than affects/updates all it's child nodes.
Have you considered some of the open source scenegraphs?
participants (4)
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fanzhe cui
-
Nicholas Yue
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Olivier Tournaire
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Scott McMurray