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OpenGL Architecture Review Board, OpenGL Programming Guide, Third Edition, Addison-Wesley, 2002.

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Software Specification of the GORT Environment for 3D.. - McDole, Cua, Huang..   (Correct)

....objects by applying various modeling operations to simple graphical primitives. The planned set of GORT operations include facilities such as object intersection, object addition, and object subtraction. What sets GORT apart from other existing modeling programs, for instance 3D Studio Max [1] or ProE [2] is that it is designed around the idea of automatic code generation. In particular, the ability to create source code for scene representation will greatly assist graphics programmers with their understanding and use of a new graphical API. Time consuming tasks such as comprehending ....

OpenGL Architecture Review Board, OpenGL Programming Guide, Third Edition, Addison-Wesley, 2002.


Linear-time CSG Rendering of Intersected Convex Objects - Stewart, Leach, John (2002)   (3 citations)  (Correct)

....Intersection using the z and stencil buffers ics hardware[Wiega96, Stewa98, Stewa00] This paper introduces a new approach for rendering the intersection of convex objects in linear time, that we call SCS Intersect. It has been implemented using the z and stencil testing functionality of OpenGL[Boarda, Boardb]. SCS Intersect can be used as a stand alone algorithm for CSG trees of convex objects in the form: 280 . It can also be utilised in a more general purpose CSG rendering algorithm such as SCS[Stewa00] The SCS Intersect algorithm is described in Section 2, including some timing ....

OpenGL Arch. Review Board. OpenGL Programming Guide. Addison Wesley.


The F-Buffer: A Rasterization-Order FIFO Buffer for.. - Mark, Proudfoot (2001)   (Correct)

....Where does F buffer data enter the fragment pipeline In our earlier overview of F buffering, we were deliberately vague about exactly where the data from an F buffer entered the fragment pipeline. Two major options are available, which we discuss in terms of the OpenGL fragment pipeline model [7]. The first option is for the F buffer data to replace a texture color when the pipeline is configured for F buffer reads. A dual texturing pipeline then provides the needed capability to read from two Fbuffers simultaneously. This option has the potential to re use the texture read hardware for ....

OpenGL ARB, M. Woo, J. Neider, T. David, and D. Shreiner. OpenGL programming guide. Addison-Wesley, third edition, 1999.


Modelling the Perceptual Effects of Lens.. - Bastian, van den..   (Correct)

....metres 2.06 metres x y z z y x x y z x y z x y z Figure 2.3: The dimensions and coordinate systems of the VR space. Note that the head tracker coordinate system is far removed from the CAVE origin. OpenGL (Open Graphics Library) is a software interface to the graphics hardware [7, 15, 16]. The interface provides procedures and functions for describing objects and operations for generating high quality images. The graphics subsystem receives graphics commands from the CPU, generates the image described by these commands and sends the output to the display hardware [15] On the Unix ....

....is, strips share verticies with other strips. vertex elements again, this also uses a vertex array, but the inidices are specified by an adjacency matrix. We were interested in immediate mode rendering because the distortion mesh will change with each frame. The OpenGL documentation ([7, 8]) suggest vertex arrays will be more efficient. In paricular, we reasoned that indexed vertex arrays would be the most efficient. Our results suggested otherwise. The times taken by each test on the SGI Onyx2 and SGI O2 are illustrated in Figure 2.9. The relative efficiency of each representation ....

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OpenGL Architecture Review Board. Woo M., Neider J., Davis T. OpenGL Programming Guide Addison-Wesley Publishing Company, Reading, MA 1993


ANN Programming Manual - Mount (1998)   (4 citations)  (Correct)

....library for nearest neighbor searching is that of providing a method for defining the types used for point coordinates and distances. One way to do this would be through the use of templates in C (as is done in CGAL [Ove96] or by replicating all of the basic procedures (as is done in OpenGL [Boa93] In ANN we took the simpler, but less flexible approach of making this a configuration parameter. As a consequence, ANN can support any combination of coordinates and distances, but only one for any given compilation of the library. There are two data types defined in the file ....

OpenGL Architecture Review Board. OpenGL Programming Guide. AddisonWesley, Reading, MA, 1993.


Utilization Of A Virtual Environment For Combat Information.. - Kapp, Akyuz (1997)   (Correct)

....LSDs; and weapon interface, the WCC. The VE is built upon the NPSNET framework and has its foundations in the previous research that resulted in a naval entity within the virtual battlefield. 22 23 IV. DEVELOPMENT TOOLS A. OPENGL OpenGL is a software interface to graphics hardware [OPEN93]. OpenGL is a graphic library developed by Silicon Graphics, Inc. SGI) with the open architecture idea in mind. In other words, it is a hardware independent API which senses the current architecture and translates the software calls to the instructions of existing hardware. OpenGL is designed as a ....

....or leave some of them to the hardware, depending on the existing hardware. OpenGL doesn t provide high level commands for describing models of three dimensional objects. With OpenGL, you must build up your desired model from a small set of geometric primitives points, lines, and polygons [OPEN93]. It has features like wireframe modeling, depth cueing, antialiasing, flat and smooth shading, texture mapping, and lighting features. OpenGL is a state machine. You put it into various states (or modes) that then remain in effect until you change them [OPEN93] OpenGL can be used in the ....

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OpenGL Architecture Review Board, OpenGL Programming Guide, Software Manual, Silicon Graphics, Inc., 1993.


Volumetric Model Repair for Virtual Reality Applications - Kolb, John (2001)   (1 citation)  (Correct)

No context found.

OpenGL Architecture Review Board. OpenGL Programming Guide. Addion Wesley Longman, 1999.


Concept and Realization of an Object-Oriented.. - Gunther, Overhoff.. (1999)   (Correct)

No context found.

OpenGL Architecture Review Board, OpenGL programming guide, Addison-Wesley Publishing Company, 1993

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