Talk:Scene graph

message: It really should be its own page considering BVHs could be used for much more.  —Preceding unsigned comment added by 134.197.40.199 (talk) 09:45, 27 February 2009 (UTC)
replies: text: They have since gotten their own article. -- Beland (talk) 23:21, 2 December 2014 (UTC)
thread_title: [[Bounding volume|Bounding Volume]] Hierarchy

message: could do with being organised to wikipedia article style
This article goes into great detail about optimization.  That's fine, except that has nothing to do with the concept of a scene graph.  Whoever decides to renovate this article, keep that in mind.the1physicist 21:07, 3 September 2005 (UTC)
replies: text: Well done, David, looks like excellent work to me. Mortene 18:48, 1 October 2005 (UTC)
thread_title: graph

message: please link the BVH section on this page with the octree article.
Moreover this article should be splitted on numerous pages. — Preceding unsigned comment added by 82.225.49.61 (talk • contribs) 01:43, 23 December 2005‎
:The octree article has since been linked in a later section.  I disagree the article should be split as it now stands. -- Beland (talk) 23:13, 2 December 2014 (UTC)
thread_title:  Link 

message: i would like to see a pointer to:
James H. Clark, Hierarchical Geometric Models for Visible Surface Algorithms, Comm. of the ACM, vol. 19(10), pp. 547-554, 1976
http://portal.acm.org/citation.cfm?id=360354&coll=Portal&dl=ACM&CFID=9978356&CFTOKEN=74301375
it provides the basic argumentation as well as principal applications of scene graphs. in my opinion that paper marks the invention.
217.85.114.1 19:32, 26 January 2007 (UTC)
replies: text: I just added it per your request. -- Beland (talk) 23:25, 2 December 2014 (UTC)
thread_title:  basic reference 

message: I've taken the liberty of adding a See Also section with topics related to the components that may be incorporated into a scene graph.  I don't know how close to the guidelines these related topics are, but it's better than having nothing to turn to next, especially for somone trying to understand a Scene Graph, esp if he wishes to understand how it works.
C4Cypher 16:52, 27 July 2007 (UTC)
thread_title:  See Also 

message: Some sections, such as C++ virtual pointers and the actual naming of coding templates are vely likely in the spirit of a HOWTO and not an encyclopedia.  Please remove, and shift to a corresponding entry in WikiBooks.  Fgenolini (talk) 15:31, 15 December 2007 (UTC)
replies: text: I think what you're talking about may have been removed at some point, but if not, feel free to edit the article to excise anything you find objectionable. -- Beland (talk) 23:29, 2 December 2014 (UTC)
thread_title:  HowTo 

message: I removed this text:
:The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications — and, in particular, the games industry — take the basic principles and adapt these to suit particular applications. This means there is no consensus as to what a scene graph should be.
This was unreferenced and seemed somewhat contradictory, since the article then immediately went on to give a pretty clear definition.  Yeah, it's not always exactly the same data structure across applications, but a general class of data structures - that is, a graph, as the name implies. -- Beland (talk) 23:10, 2 December 2014 (UTC)
thread_title:  Fuzzy/lack of consensus 

message: The section "Scene graphs and spatial partitioning" could use a concrete example, and probably a diagram, to explain the hybrid data structures it's talking about.  In fact, the whole article could use more illustrations. -- Beland (talk) 23:20, 2 December 2014 (UTC)
thread_title:  Example/diagram needed