• symbol
  • tree or DAG (not cyclic)
  • hierarchical tree (with matrix and other parameters at each node)
  • sibling based tree (ply pointers)
  • the book's scene graph tree (with push/pop for the rendering embedded within the tree nodes) [also does make sence at scene designer level, but more focused on getting the render to work fast]
    more dynamic (layer display list)
  • the VRML tree (mapping a data base)
  • the active version of VRML
  • shading tree [could make the calculation faster with caching]
  • CSG (constructive solid geometry) tree
  • BSP (binary spatial-partition tree) 'separation planes' painter's algorithm cast into a tree. For the one view point the tree walk describes what to show.
    'on events' calling 'objects' and EAI (External Authoring Interface)
  • the VTK tree and the rendering engine pulling on the code
  • to look at these trees, think of drawing and modeling a car. The car has a wheel and a steering wheel. Both the steering wheel and the wheel turn together. Within the steering space the wheel also rotates.
  • now think about doing calculations with a lumpy wheel which also moves the car.
  • animation uses articulated kinematics
    we need inverse kinematics (this is hard) so we have the designer specify some values (key frames) and get the rest of the values by inbetweening