Overview
A scene graph is a data structure commonly used to represent hierarchical relationships between transformations applied to a set of objects in a three-dimensional scene. It finds applications in a variety of acceleration and rendering algorithms. A scene graph could also be used to organize visual attributes, bounding volumes, and animations as a hierarchy in a collection of objects. In the most general form, any scene related information that can be organized in a hierarchical fashion can be stored in a scene graph. It also provides a convenient way of representing logical groups of objects formed using their spatial positions or attributes. In this chapter, we will outline the fundamental properties of scene graphs, look at some of the implementation aspects and consider a few applications.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Angel, E. (2008). Interactive computer graphics: A top-down approach using OpenGL (5th ed.). Boston/London: Pearson Addison-Wesley.
Davison, A. (2005). Killer game programming in Java. Beijing/Farnham: O’Reilly.
Eberly, D. H. (2007). 3D game engine design: A practical approach to real-time computer graphics (2nd ed.). Amsterdam/London: Morgan Kaufmann.
McConnell, J. J. (2006). Computer graphics: Theory into practice. Boston/London: Jones and Bartlett Publishers.
McReynolds, T., & Blythe, D. (2005). Advanced graphics programming using OpenGL. Amsterdam/London: Morgan Kaufmann Publishers.
Pulli, K. (2008). Mobile 3D graphics: With OpenGL ES and M3G. Amsterdam/London: Elsevier/Morgan Kaufmann Publishers.
Sherrod, A. (2007). Data structures and algorithms for game developers (1st ed.). Hingham/Charles River Media/London: Thomson Learning [distributor].
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2012 Springer-Verlag London Limited
About this chapter
Cite this chapter
Mukundan, R. (2012). Scene Graphs. In: Advanced Methods in Computer Graphics. Springer, London. https://doi.org/10.1007/978-1-4471-2340-8_3
Download citation
DOI: https://doi.org/10.1007/978-1-4471-2340-8_3
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-4471-2339-2
Online ISBN: 978-1-4471-2340-8
eBook Packages: Computer ScienceComputer Science (R0)