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Graphics > RenderMan interface > Re: [Q] Graphic...
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Re: [Q] Graphics API independent scenegraph?

by Andreas Pidde <pidde@[EMAIL PROTECTED] > Jun 23, 2007 at 02:51 PM

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
 




 2 Posts in Topic:
[Q] Graphics API independent scenegraph?
Nicholas <Yue.Nicholas  2007-06-16 16:05:22 
Re: [Q] Graphics API independent scenegraph?
Andreas Pidde <pidde@[  2007-06-23 14:51:55 

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