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Programming 1Personal 1VFX 1
Resources and Resource Management in my Scene Representation Library

Date: 8/13/2025Category: ProgrammingTag: Programming, C++, SWD

Introduction

While I was learning how to do a GPU renderer, I realized the need for data structures to represent the scene which the renderer was to render. I wanted the following requirements for the representation system:

  • Represent polygonal meshes with an arbitrary number of attributes of a set of types (in the vertices for now).
  • Represent Shaders that use the attributes (vertices) and parameters (uniforms) as inputs.
  • Represent Materials as a concrete assignment of values to the parameters of the shader.