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====Traversals==== [[Tree traversal|Traversals]] are the key to the power of applying operations to scene graphs. A traversal generally consists of starting at some arbitrary node (often the root of the scene graph), applying the operation(s) (often the updating and rendering operations are applied one after the other), and recursively moving down the scene graph (tree) to the child nodes, until a leaf node is reached. At this point, many scene graph engines then traverse back up the tree, applying a similar operation. For example, consider a render operation that takes transformations into account: while recursively traversing down the scene graph hierarchy, a pre-render operation is called. If the node is a transformation node, it adds its own transformation to the current transformation matrix. Once the operation finishes traversing all the children of a node, it calls the node's post-render operation so that the transformation node can undo the transformation. This approach drastically reduces the necessary amount of matrix multiplication.{{citation needed|date=December 2015}} Some scene graph operations are actually more efficient when nodes are traversed in a different order β this is where some systems implement scene graph rebuilding to reorder the scene graph into an easier-to-parse format or tree. For example, in 2D cases, scene graphs typically render themselves by starting at the tree's root node and then recursively draw the child nodes. The tree's leaves represent the most foreground objects. Since drawing proceeds from back to front with closer objects simply overwriting farther ones, the process is known as employing the [[Painter's algorithm]]. In 3D systems, which often employ [[depth buffer]]s, it is more efficient to draw the closest objects first, since farther objects often need only be depth-tested instead of actually rendered, because they are occluded by nearer objects.
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