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  3D application design question regarding cubic, and quartic surfaces.  (Read 1449 times)
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Offline skytomorrownow

Junior Devvie

« Posted 2006-08-30 17:28:10 »

i'm working on an application used to prototype interactive and non-interactive 3D animations. currently, the app is focused on opengl. however, i have designed from the beginning to output Maya ascii files. while designing the scenegraph and geometry i ran into a little design issue and would love some commentary:

considering the fact that my app ultimately will render to opengl in realtime, and also to export scene data to ray tracers or other non-real-time renderers, how would you store your internal representation of shapes? for example i have been wavering between something like this:

abstract shape ( such as elipse, plane, cube, etc. ) controls basic information used to derive renderable geometry. for example, plane may have width, height. then each shape can contain a reference hi-res polyMesh, a lowResPolyMesh ( for wireframes ), and possibly a cubic or parametric representation data such as uspan, vspan, tesselation preference, etc.


traditional class heirarchy where each shape and type is explicit. anyone familiar with maya will recognize this style: instead of general forms attached to different representations (as above), you have very specifc ones. for example, a polySphere, nurbsSphere would be completely independent objects subclassed from something like polyPrimitive and nurbsPrimitve, etc.

in all examples objects would be organized and managed in a scenegraph of course.

i hope this makes some sense. in summary, when requiring both real-time and non-real-time rendering capabilities, what is a well designed approach to organizing geometry?

Offline skytomorrownow

Junior Devvie

« Reply #1 - Posted 2006-08-30 20:29:47 »

here's some info that might be more specific:

if i have an abstract shape, say, Rectangle. what would make more sense in a scenegraph:

1. root > transform > shape, polyMesh (shape and polyMesh independent children of the transform node)
2. root > transform > shape > polyMesh (polyMesh child of shape)
3. root > transform > shape.polyMesh (polyMesh is not referenced in the scenegraph, it is internally represented in shape object)

i ran into this issue while designing an app that needs to do real-time interactivity, but also to output results of interactivity to RenderMan or MentalRay. this means that i can't assume that each shape will be represented as a polyMesh. i'm trying to separate the shape from its representation yet make them work in a real-time system.

hope that clarifies a bit.
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