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1 | # Scene Graph | ||
2 | |||
3 | A scene graph implementation that includes: | ||
4 | |||
5 | - Camera | ||
6 | - Light | ||
7 | - Material | ||
8 | - Mesh | ||
9 | - Node | ||
10 | - Object | ||
11 | - Scene | ||
12 | |||
13 | ## Hierarchy and Parenting | ||
14 | |||
15 | Scene graphs typically expose functions on nodes to add/remove objects, cameras, | ||
16 | lights, etc. This implementation forces the hierarchy to be a strict tree and | ||
17 | not a more general DAG. Given this, and to avoid confusion, we instead expose | ||
18 | functions to set the parent node of an object/camera/light. If we exposed the | ||
19 | former, the API could create the illusion that the hierarchy can be a DAG. | ||
20 | |||
21 | The strict tree hierarchy should not be that restrictive in practice. Even the | ||
22 | glTF 2.0 spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#nodes-and-hierarchy): | ||
23 | |||
24 | > *For Version 2.0 conformance, the glTF node hierarchy is not a directed | ||
25 | > acyclic graph (DAG) or scene graph, but a disjoint union of strict trees. That | ||
26 | > is, no node may be a direct descendant of more than one node. This restriction | ||
27 | > is meant to simplify implementation and facilitate conformance.* | ||
28 | |||
29 | ## Instancing | ||
30 | |||
31 | Two use cases for instancing seem to be: | ||
32 | |||
33 | 1. Creating N identical clones, but each with a unique transform. (Ex: N | ||
34 | animated characters animated in unison but located in different locations.) | ||
35 | 2. Creating N copies of a sub-tree, each now being their own unique tree. (Ex: | ||
36 | The same N animated characters, but each of them now being animated separately.) | ||
37 | |||
38 | Some scene graphs | ||
39 | ([Panda3D](https://docs.panda3d.org/1.10/python/programming/scene-graph/instancing)) | ||
40 | allow two or more nodes to point to the same child, or, in other words, a node | ||
41 | to have multiple parents. This turns the scene graph into a DAG and adds a | ||
42 | number of complications for us: | ||
43 | |||
44 | 1. Shared ownership of children. We would now need some sort of ref counting or | ||
45 | deferred GC to delete nodes and their subtrees. | ||
46 | 2. Nodes no longer have a unique parent. | ||
47 | 3. Given a node, we can no longer determine its location (which parent link do | ||
48 | you follow?), or any attribute that is derived from its parent(s). | ||
49 | |||
50 | In our case, we stick to strict tree hierarchies. | ||
51 | |||
52 | Use case (1), N identical clones with unique transforms, is not a problem for | ||
53 | us. This is because the bulk of the data -- geometry buffers, etc. -- is stored | ||
54 | in the render backend anyway. So creating a full copy of the node does not | ||
55 | present a significant overhead since we need a unique transform for each of the | ||
56 | clones anyway. | ||
57 | |||
58 | Use case (2) does present a bit more overhead and we currently do not handle it. | ||
59 | This could be handled in the future by special-casing a node such as | ||
60 | `InstanceNode` that has one child subtree and N transforms (or other | ||
61 | attributes), one for each unique instance of that child subtree. | ||
62 | |||
63 | Therefore, to visit the use cases again: | ||
64 | |||
65 | 1. N character clones animated in unison in different locations -> future | ||
66 | `InstanceNode`. | ||
67 | 2. N unique character copies animated on their own -> copy the character subtree | ||
68 | (N unique skeletons; shared mesh data and textures stored in the render | ||
69 | backend.) | ||
70 | |||
71 | ## Reading | ||
72 | |||
73 | [Panda3D Scene Graph](https://docs.panda3d.org/1.10/python/programming/scene-graph/index) | ||
74 | |||
75 | [Pixar's USD](https://graphics.pixar.com/usd/release/intro.html) | ||