Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A component-oriented framework for experimental computer graphics
Computer Standards & Interfaces
Extending a distributed virtual reality system with exchangeable rendering back-ends
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.00 |
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 rendering methods 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. Several shortcomings are identified and new approaches to overcome the current restrictions and limitations are proposed.