Level of detail independent A scenegraph branch should
Level of detail independent A scenegraph branch should be able to have new child Nodesadded to introduce new complexity into the scene, without disrupting other scenegraph branches. Polymorphic (customizable) By replacing child elements of a parent Group, you should be able to create new but related scenegraph branches. Bounds and level of detail aware Objects with large bounding volumes tend to imply often visible which generally implies performance critical. Do not make objects that are often visible (such as the trees in the Trees Group) of such high level of detail that they negatively impact application performance. Using high-detail models for the F1 cars themselves may be less critical as they have smaller Boundsand hence fewer of them are visible for most of the time. How you choose to apportion the detail within your scene will always be application/domain-specific or only domain specific, and may be related to the Boundsinformation of your scenegraph Nodes. 4.5 Scenegraph advantages By now you should be aware of many of the advantages of using a scenegraph. Setting up the scenegraph hierarchy imposes a design rigor upon the application developer. Initially, particularly with scientific visualization applications, the scenegraph may seem unnecessarily restrictive, especially for developers from a low-level OpenGL or DirectX background. However, advanced planning and design will usually prove the utility of the scenegraph model, even for applications that do not initially appear to contain hierarchical graphical objects per se. Object management The scenegraph is a data structure. All the Nodes in it can also reference external data through the ScenegraphObject.setUserDatamethod (discussed in chapter
. Rendering optimization Scenegraph node Boundsplay an important role in optimizing rendering and behavior scheduling. Picking support Mouse object selection operations (picking) are automatically supported by the scenegraph. Behavior model Using Java 3D scenegraph behaviors allows scenegraph objects to be automatically rotated, transformed, and scaled using interactive user input, aligned relative to the FOV, animated, morphed, or controlled using a level of detail (LOD) behavior. 56
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