Tutorial 4 - Advanced Graphics Programming using OpenGL and Extensions
dc.contributor.author | Westermann, R. | en_US |
dc.contributor.author | Heidrich, W. | en_US |
dc.contributor.author | Sommer, O. | en_US |
dc.date.accessioned | 2015-11-11T14:06:07Z | |
dc.date.available | 2015-11-11T14:06:07Z | |
dc.date.issued | 1999 | en_US |
dc.description.abstract | With fast 3D graphics hardware becoming more and more available even on low end platforms, the focus in developing new algorithms is beginning to shift towards higher quality rendering and additional functionality instead of simply higher performance implementations of the traditional graphics pipeline. Graphics libraries like OpenGL and its extensions provide access to advanced graphics operations in the geometry and the rasterization stage and therefore allow for the design and implementation of completely new classes of rendering algorithms. Prominent examples can be found in realistic image synthesis (shading, bump/environment mapping, reflections) and scientific visualization applications (volume rendering, vector field visualization, data analysis). OpenGL Optimizer and Cosmo3D, on the other hand, are platformindependent APIs which are supported on SGI workstations and NT systems. Designed as high-end graphics APIs built on top of OpenGL they offer a variety of useful built-in algorithms specifically designed to allow for efficient rendering of complex polygonal models. Cosmo3D, or in the future the Fahrenheit Scene Graph, will be used as a base for different kinds of high-level applications. | en_US |
dc.description.seriesinformation | Eurographics 1999 - Tutorials | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egt.19991075 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Tutorial 4 - Advanced Graphics Programming using OpenGL and Extensions | en_US |
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