Scene graphs and rendering architectures

My earlier research in the Laboratory of Human-Computer Interaction, HCI, at the Faculty of Informatics, Masaryk University. The goal of the research was to classify graphical and rendering data, compose them into unified but efficient scene graphs, and develop a generic rendering architecture.


The main goal of the Generic Rendering Architecture was to propose an object-oriented system sufficiently general to deal with a wide variety of rendering strategies, from local illumination to photorealistic algorithms. The rendering architecture can be particularized according to the common features of energy distribution techniques. We applied modern techniques of object-oriented design to the development process, including design patterns principles and UML. C++ libraries and applications have been developed during my Ph.D. and post-doc research, as proof of theoretical concepts. They are not maintained anymore.

My participation: Theoretical research and complete implementation in 2006 – 2008.

CAVER is a software tool for the analysis and visualization of tunnels and channels in protein structures.

My participation: In 2011, complete refactoring of the core of this Java-based system using object-oriented design principles and design patterns, 2011.

The VRECKO system is being developed in the HCI laboratory for several years. It is a component system capable of managing and displaying the virtual world using various devices, such as computer monitors, large stereo-projections, or head-mounted displays. It can also make use of data gloves, pinch gloves, PHANToM and ReachIn devices, and others. A growing set of components is available, which means new applications can be prototyped rapidly. Plenty of components/extensions were done as students work during appropriate courses or as a part of their theses.

My participation: Implementation of fast collision detection algorithms in 2004 – 2006.

Related projects:

2006 – 2011

CPG – Center of Computer Graphics

My role: Participation in research.

2006 – 2008

Generic OO Architectures in the Computer Graphics and Virtual Reality

My role: Principal investigator (post-doc grant).

Selected publications:

  • OŠLEJŠEK, Radek. Component-based Rendering System. In Spring Conference on Computer Graphics 2006. Bratislava, Slovakia: Comenius University, Bratislava, 2006. p. 71-74. ISBN 80-223-2175-3.
  • OŠLEJŠEK, Radek and Jiří SOCHOR. A Flexible, Low-Level Scene Graph Traversal with Explorers. In Spring Conference on Computer Graphics 2005. Bratislava, Slovakia: Comenius University, 2005. p. 194-201. ISBN 80-223-2057-9. 
  • FLASAR, Jan, Luděk POKLUDA, Radek OŠLEJŠEK, Pavel KOLČÁREK and Jiří SOCHOR. VRECKO: Virtual Reality Framework. In Theory and Practice of Computer Graphics 2005. 1st ed. Canterbury: Eurographics Association, 2005. p. 203-208. ISBN 3-905673-56-8.
  • OŠLEJŠEK, Radek and Jiří SOCHOR. Generic Graphics Architecture. In Conference Proceedings 2003 Theory and Practice of Computer Graphics. 1st ed. Birmingham: IEEE Computer Society, 2003. p. 105-112. ISBN 0-7695-1942-3. 

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