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Scene graphs are useful for modern games using 3D graphics and increasingly large worlds or levels. In such applications, nodes in a scene graph (generally) represent entities or objects in the scene. For instance, a game might define a logical relationship between a knight and a horse so that the knight is considered an extension to the horse.
OpenSceneGraph is an open-source 3D graphics application programming interface (library or framework), [2] used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization and modeling.
Game engine; List of game engines; Scene graph; Pages in category "3D scenegraph APIs" The following 36 pages are in this category, out of 36 total.
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game Unreal.Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has been adopted by other industries, most notably the film and television industry.
Reality Lab was a scene graph API providing real-time rendering that would run with acceptable performance on graphics cards or the host computer's CPU. [1] Founded in 1992 by Servan Keondjian, Doug Rabson and Kate Seekings, RenderMorphics was purchased by Microsoft in February 1995 [2] and Reality Lab formed the basis for Direct3D. [3]
Universal Scene Description (USD) is a framework for interchange of 3D computer graphics data. The framework focuses on collaboration, non-destructive editing, and enabling multiple views and opinions about graphics data. [1] USD is used in many industries including visual effects, architecture, design, robotics, CAD, and rendering. [2] [3]
The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video ...
The glTF format stores data primarily in JSON. The JSON may also contain blobs of binary data known as buffers, and refer to external files, for storing mesh data, images, etc. [7] The binary .glb format also contains JSON text, but serialized with binary chunk headers to allow blobs to be directly appended to the file.