traversal based on the XML visitor pattern already
present in the library, taking advantage of the inher-
ent scene graph structure of X3D files. This allows
implementation of a small scene graph API in about
10 kB of C++ code to provide a basic visualization of
encapsulated 3D objects with almost no overhead.
Only if any of the edges incident to the
VirtualWorld node changes, the view has to be re-
rendered. The implementation updates the transfor-
mations to each VirtualOb ject and traverses each en-
capsulated scene graph in turn, thereby avoiding un-
necessary redraws. In our example, which does not
contain interpolators, this results in a synchronization
of the rendered output to the camera frame rate. In fig-
ure 3, our example scenario is shown from a second
camera’s perspective, along with the directly visible
SRG nodes.
4 CONCLUSIONS AND
OUTLOOK
We propose that for augmented reality applications,
the spatial relationship graph is a better-suited data
structure than a scene graph. While the scene graph
is highly useful for pure rendering tasks, the SRG
presents a more intuitive way to incorporate the var-
ious real-world coordinate systems which invariably
are part of AR scenarios. We therefore suggest to split
the scene graph into several static subtrees and encap-
sulate each of those in an SRG node, thereby creating
an unified view of the entire AR application.
ACKNOWLEDGEMENTS
This work was supported in part by a grant from Bay-
erische Forschungsstiftung (BFS) for the TrackFrame
project and in part by the PRESENCCIA project.
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