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  2. Scene graph - Wikipedia

    en.wikipedia.org/wiki/Scene_graph

    Architecture of OpenSceneGraph, an open-source 3D graphics API supporting feature-rich and widely adopted scene graph implementation.. A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene.

  3. Tree (abstract data type) - Wikipedia

    en.wikipedia.org/wiki/Tree_(abstract_data_type)

    This unsorted tree has non-unique values (e.g., the value 2 existing in different nodes, not in a single node only) and is non-binary (only up to two children nodes per parent node in a binary tree). The root node at the top (with the value 2 here), has no parent as it is the highest in the tree hierarchy.

  4. Class diagram - Wikipedia

    en.wikipedia.org/wiki/Class_diagram

    In software engineering, a class diagram [1] in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling.

  5. Object hierarchy - Wikipedia

    en.wikipedia.org/wiki/Object_hierarchy

    An object hierarchy is a concept from computer programming. It references descendants of objects acting as properties of an object. An example of this would be the object controlling a window (at the top of the hierarchy) having another object like the window's border acting as a property of the window. [1]

  6. Tree structure - Wikipedia

    en.wikipedia.org/wiki/Tree_structure

    A node's "parent" is a node one step higher in the hierarchy (i.e. closer to the root node) and lying on the same branch. "Sibling" ("brother" or "sister") nodes share the same parent node. A node's "uncles" (sometimes "ommers") are siblings of that node's parent. A node that is connected to all lower-level nodes is called an "ancestor".

  7. Bounding volume hierarchy - Wikipedia

    en.wikipedia.org/wiki/Bounding_volume_hierarchy

    An example of a bounding volume hierarchy using rectangles as bounding volumes. A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes.

  8. Octree - Wikipedia

    en.wikipedia.org/wiki/Octree

    The use of octrees for 3D computer graphics was pioneered by Donald Meagher at Rensselaer Polytechnic Institute, described in a 1980 report "Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer", [1] for which he holds a 1995 patent (with a 1984 priority date) "High-speed image generation of complex solid objects using octree ...

  9. Structure chart - Wikipedia

    en.wikipedia.org/wiki/Structure_Chart

    Example of a Structured Chart. [1] A structure chart (SC) in software engineering and organizational theory is a chart which shows the smallest of a system to its lowest manageable levels. [2] They are used in structured programming to arrange program modules into a tree. Each module is represented by a box, which contains the module's name.