I read the book Real-Time Rendering and the author explains in section 14.1 - "Spatial Data Structures" that scene graphs can be used to propagate more than just matrix transformations down the hierarchy, like "materials" and light sources, and that's cool but the explanation ends right there. There's no info on techniques of doing these stuff.
Right now I'm using scene nodes as containers for geometry objects and the farthest I've gone is doing skeletal animation with them.
How such a system of using scene nodes as cameras, lights, shadows etc. can be be implemented and used in rendering? (A reading source will be gratefully accepted as well).
Is this "multipurpose" scene node approach just another form of ECS?