Programming Paradigms in Graphics

A hierarchical structuring of graphical scenes corresponds to many real world metaphors and implies an ease of use. But, due to the limited resources of graphical systems, graphical scenes are often created as directed acyclic graphs and, therefore, are loosing the advantages of hierarchies. This paper explores the requirements of various rendering methods with regard to the organization of the graphical scene, and sets up rendering-independent modelling requirements for a generic graphics kernel. Finally, it describes a solution for a specific graphics kernel that is strongly based on hierarchical structures but avoids redundancies in a high degree.

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