Guerilla Render is designed around a node-based system to interconnect all the document objects: Primitives, Materials, Camera, Render Passes, etc.
The scene graph is a hierarchy of nodes, each node contains a transform (a position information) and attributes which define how the object is rendered.
Primitives are a special type of nodes which also contain a reference to geometry stored in a geometry archive file (Guerilla ghostdata, Alembic, etc.) This geometry information is used by the renderer to load the data and display.
This section focuses on the scene graph, the attributes and transforms, and how to deal with it. Although it is possible to edit the scene graph directly, the next section RenderGraph explains how to edit efficiently the scene graph.