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Call for PapersGoals3D graphics hardware is becoming ubiquitous, and more and more applications depend on being able to efficiently use the exisiting capabilities. Low-level interfaces like OpenGL, while being the most flexible approach, leave a lot of problems open to the user. Scene graphs have become an important paradigm for the construction of extensible and flexible general-purpose interactive 3D graphics systems. They are used in a large variety of application areas and on a large variety of platforms, ranging from wearable computers to large clusters or graphics super-computer systems. The current developments in computer graphics hardware and algorithms offer new opportunities and present new challenges for these general-purpose systems. Many new algorithms are still developed in stand-alone systems, which prevents them from being used and evaluated in a more general context or being integrated into applications. One reason may be that designing and implementing a clean, integrated system is not a simple task. To quote Fred Brooks: "It took us a year to develop the different algorithms for our walkthrough system. It took us another year to make them work together." On the other hand more specialized systems like game engines are getting increasingly powerful and are being used for a number of different, not necessarily game-related, tasks. Architectural walkthroughs, museum exhibits and other installations have been realized using game engines. The goal of this symposium is to give the participants an opportunity to present and discuss current work in the area of interactive 3D graphics systems, their concepts, designs and implementations. Topics include but are not limited to:
While we welcome contributions based on the OpenSG system, this is by no means a prerequisite. |
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