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Hyperglyph
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Insert links to PEARC/XSEDE presentation as well as pics and description
We represent data as individual objects, each with it's own geometry and topology, which we call a 'glyph', when we form a tree of glyphs (using assigned topo's to each glyph) we call it a Hyperglyph. I believe Jeff Sale coined the term (need to verify).
Terms:
- Hyperglyph - An nD topological hierarchy of objects....
- Tree - Refers specifically to one Hyperglyph (tree) with topology based (kinematic/bone) constraints. Note that our trees can have 'Links' which effectively break the rules of a traditional (graph theory) 'Tree'.
- Link - Breaks the tree hierarchy and connects any two glyphs in the scene.
- Node - An item in the scene graph (can be a glyph, grid, camera, light, IO device, etc.)
- Forest - A collection of hyperglyphs (all the glyphs attached to a specific grid are a forest).
- Branch - Any glyph in the hyperglyph (tree) that has child glyphs attached.
- Root - A glyph that is attached directly to a grid (has branch level=1).
- Leaf - A glyph that has a parent and no children (a tree leaf).
- Sibling - Glyphs that share a common parent.
- Solo - Glyph that is not part of a hyperglyph (tree) nor linked to any other glyphs (also, by default is a root glyph).
- Prune -
- Graft -
- Clone -
- Instance -
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