Graphics systems use many advanced techniques that enable to model and visualize a virtual scene with varying level of realism. Unfortunately, rendering algorithms significantly differ in the way how they process a virtual scene. Concrete implementations therefore usually lead to monolithic solutions. In this paper we propose the concept of a component-based scene graph, i.e. an independent scene graph, which can be used by many rendering strategies simultaneously and, moreover, which can be easily replaced with another implementation
An ultra-massive distributed virtual environment generally consists of ultra-massive terrain data an...
The problem posed to the authors concerns SketchaWorld, a terrain modeling framework that allows use...
With the increasing capabilities of hardware for 3D graphics and network, 3D multi-user environments...
Graphics systems use many advanced techniques that enable to model and visualize a virtual scene wit...
Abstract A large number of rendering and graphics applications developed in research and industry ar...
Todays Virtual Environment frameworks use scene graphs to represent virtual worlds. We believe that ...
This work covers the problems of scene graph systems. Currently used systems like Open Inventor or O...
This work covers the problems of scene graph systems. Currently used systems like Open Inventor or O...
ii Interactive display of three-dimensional geometry has become increasingly popular over the past d...
The scene graph, as defined in VRML and Java3D, is a powerful tool for modeling a scene. The ideas c...
Figure 1: Our architecture allows the loading of any 3D graphics format simultaneously in any availa...
A scene graph API designed for tightly-coupled distributed 3D graphics is presented. When augmented ...
We propose a generic architecture that allows mixing several 3D formats in a single viewer whatever ...
We present a scene graph architecture that features and supports parallelism at multiple levels. Hie...
International audienceComponent-trees are classical tree structures for grey-level image modelling. ...
An ultra-massive distributed virtual environment generally consists of ultra-massive terrain data an...
The problem posed to the authors concerns SketchaWorld, a terrain modeling framework that allows use...
With the increasing capabilities of hardware for 3D graphics and network, 3D multi-user environments...
Graphics systems use many advanced techniques that enable to model and visualize a virtual scene wit...
Abstract A large number of rendering and graphics applications developed in research and industry ar...
Todays Virtual Environment frameworks use scene graphs to represent virtual worlds. We believe that ...
This work covers the problems of scene graph systems. Currently used systems like Open Inventor or O...
This work covers the problems of scene graph systems. Currently used systems like Open Inventor or O...
ii Interactive display of three-dimensional geometry has become increasingly popular over the past d...
The scene graph, as defined in VRML and Java3D, is a powerful tool for modeling a scene. The ideas c...
Figure 1: Our architecture allows the loading of any 3D graphics format simultaneously in any availa...
A scene graph API designed for tightly-coupled distributed 3D graphics is presented. When augmented ...
We propose a generic architecture that allows mixing several 3D formats in a single viewer whatever ...
We present a scene graph architecture that features and supports parallelism at multiple levels. Hie...
International audienceComponent-trees are classical tree structures for grey-level image modelling. ...
An ultra-massive distributed virtual environment generally consists of ultra-massive terrain data an...
The problem posed to the authors concerns SketchaWorld, a terrain modeling framework that allows use...
With the increasing capabilities of hardware for 3D graphics and network, 3D multi-user environments...