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dc.contributor.authorMueller-Wittig, Wolfgangen_US
dc.contributor.authorVoss, Gerriten_US
dc.contributor.editorRaffaele De Amicis and Giuseppe Contien_US
dc.date.accessioned2014-01-27T16:25:49Z
dc.date.available2014-01-27T16:25:49Z
dc.date.issued2007en_US
dc.identifier.isbn978-3905673-62-3en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/045-049en_US
dc.description.abstractCurrent 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.6 [Computing Methodologies]: Computer Graphics Methodology and Techniques I.3.7 [Computing Methodologies]: Computer Graphics Three-Dimensional Graphics and Realismen_US
dc.titleChallenges for modern Scene-Graph Systemsen_US
dc.description.seriesinformationEurographics Italian Chapter Conferenceen_US


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