Nicholas schrieb:
> Hi,
>
> I am looking for some scenegraph/graphics-primitives-datastructure
> that is Graphics API agnostic.
>
> My purpose in using the datastructure is more for computational
> geometry reasons. I do like the idea of a DAG so that changes upstream
> can trigger downstream changes.
>
> I really want to avoid re-inventing the wheel as my ultimate goal is
> writing geometry processing tools and cannot devote the time to
> maintain another API project.
>
> I am looking to use the datastructure both for 2D (pixel screen
> base, might be integer) and 3D purposes. Something that is template
> base may help so I can have int, half, float or double
> implementations, all sharing the same templatize base algorithm for
> the usual polygonal mesh, subdivision mesh, NURBS and bicubic patches.
>
> Does anyone have any suggestion?
>
> If not, should I consider using Boost::Graph as a starting point?
> Does anyone have pointers regarding scenegraph with Boost::Graph?
>
> In the end, those geometry will be rendered via RenderMan.....hence
> the posting in this newsgroup.
>
> Regards
>
Hi,
just a pointer: VRS (was MAM/VRS) http://www.vrs3d.org/
contains a
scenegraph data structure, 2D primitives and also RIB output. Must
admit, that I haven't used it, because of it's complexity.
Seems also to contain some CG algorithms
http://cgs.hpi.uni-potsdam.de/trac/vrs/wiki/NewsLetter012003#a3ComputationalGeometryutilityclass
Regards,
Andreas


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