Hi Folks,
  I'm brand new to osg, so I wanted to get some feedback from more experienced 
users regarding a tactic I am considering for a haptic application I am 
developing.  Haptics are 3d force feedback devices.  One of the challenges with 
them is that they require update speeds at approximately 1000Hz.  The model 
that I will be working with is approximately 1,000,000 triangles, so collision 
detection is challenging at these rates.  The tactic I am considering in a nut 
shell is to use a second scene graph for haptic culling purposes.  I want to 
create an artificial viewing frustum near the haptic probe so I can cull away 
triangles that cannot come into contact with the probe.  I would then use the 
haptic rendering software with this smaller subset of triangles.  The cull 
doesn't need to process at 1000Hz, but rather needs to maintain a window around 
the probe such that the "visible" triangles include all that can potentially 
contact the probe while the probe is moving and before the next cull frame.  
Does this sound reasonable?  If so, what form should I use for my haptic scene 
graph?  That is, does the cull work best with a series of nodes representing 
smaller patches of the geometry?  Are there any issues, beyond the extra 
book-keeping with two separate scene graphs in a single application?  Is there 
any benefit in maintaining two separate graphs, or would alternate traversals 
of a master graph be sufficient?  Sorry if these are too elementary.  Please 
feel free to point me to a piece of documentation if I am missing something.
Thanks for any help.
Matt Sutton
www.padtinc.com
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