EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware
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Browsing EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware by Subject "1.3.6 [Computer Graphics]"
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Item Realizing OpenGL: Two Implementations of One Architecture(The Eurographics Association, 1997) Kilgard, Mark J.; A. Kaufmann and W. Strasser and S. Molnar and B.-O. SchneiderThe OpenGL Graphics System provides a well-specified, widely accepted dataflow for 3D graphics and imaging. OpenGL is an architecture; an OpenGL-capable computer is a hardware manifestation or implementaion of that architecture. The Onyx2 InfiniteReality and 02 workstations exemplify two very different implementations of OpenGL. The two designs respond to different cost, performance, and capability goals. Common practice is to describe a graphics hardware implementation based on how the hardware itself operates. However, this paper discusses two OpenGL hardware implementations based on how they embody the OpenGL architecture. An important thread throughout is how OpenGL implementations can be designed not merely based on graphics price-performance considerations, but also with consideration of larger system issues such as memory architecture, compression, and video processing. Just as OpenGL is influenced by wider system concerns, OpenGL itself can provide a clarifying influence on system capabilities not conventionally thought of as graphics-related.Item View-independent Environment Maps(The Eurographics Association, 1998) Heidrich, Wolfgang; Seidel, Hans-Peter; S. N. SpencerEnvironment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample certain directions, and can thus not be used from multiple viewing directions. Other parameterizations exist, but require operations that would be too expensive for hardware implementations. In this paper we introduce an inexpensive new parameterization for environment maps that allows us to reuse the environment map for any given viewing direction. We describe how, under certain restrictions, these maps can be used today in standard OpenGL implementations. Furthermore, we explore how OpenGL could be extended to support this kind of environment map more directly.