Challenges for modern Scene-Graph Systems
Abstract
Current scenegraph systems, especially systems used to build general purpose virtual reality systems, are trailing game engines and similar specialized systems in terms of the adaption of new renderingmethods like the different real-time shadow algorithms. This paper analysis the fundamental OpenGL state abstraction layers present in current scenegraph systems with respect to their influence on the adaption of new and complex rendering algorithms.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:ItalChap:ItalianChapConf2007:045-049,
booktitle = {Eurographics Italian Chapter Conference},
editor = {Raffaele De Amicis and Giuseppe Conti},
title = {{Challenges for modern Scene-Graph Systems}},
author = {Mueller-Wittig, Wolfgang and Voss, Gerrit},
year = {2007},
publisher = {The Eurographics Association},
ISBN = {978-3905673-62-3},
DOI = {10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/045-049}
}
booktitle = {Eurographics Italian Chapter Conference},
editor = {Raffaele De Amicis and Giuseppe Conti},
title = {{Challenges for modern Scene-Graph Systems}},
author = {Mueller-Wittig, Wolfgang and Voss, Gerrit},
year = {2007},
publisher = {The Eurographics Association},
ISBN = {978-3905673-62-3},
DOI = {10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/045-049}
}