Description
As compared to Open Inventor or Iris Performer, the design of the XSG included some novel ideas. The composition primitives and traversal methods allowed applications to construct scenes in a manner best suited to the structure of the data being visualized, but then to apply a scene graph optimizer to restructure the scene for more efficient rendering without changing the scene's appearance. The developer simply did whatever seemed natural, and the system made it work quickly.
Pipelined rendering allowed a multithreaded application to construct the scene, cull its primitives, and render it in different threads (borrowing from the Performer app-cull-draw pipeline). The representation of primitive scene data was optimized to minimize the amount of data stored so as to avoid completely duplicating it on a thread-by-thread basis.
One of the unique features of XSG was the ability to replace most of the built-in methods for walking the graph with your own versions. Developers could write new functions for quickly traversing their known methods of storing data inside XSG, and then chain them into existing rendering paths.
David Blythe, the primary architect of Fahrenheit at SGI, worked at Microsoft on DirectX until 2010. He is now Chief Graphics Software Architect at Intel.
Read more about this topic: Fahrenheit Graphics API
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