The OpenGL Graphics System: A Specification
By M.G. Segal, Kurt Akeley. 2004
689 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c9dcfed2627db6af325f26b2ad41c667c5c1b45e
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Citations in the corpus
- Cg: a system for programming graphics hardware in a C-like language (2003, unknown): “We wanted programs to be portable across hardware from different companies, across hardware generations (for DX8-class hardware or better), across operating systems (Windows, Linux, and MacOS X), and across major 3D APIs (OpenGL [Segal and Akeley 2002] and DirectX [Microsoft Corp. 2002a]).”
- Gmsh: A 3‐D finite element mesh generator with built‐in pre‐ and post‐processing facilities (2009, methodology): “Analogously, directly using OpenGL instead of a more complex graphics library like Inventor [ 19 ] or VTK [ 20 ] makes Gmsh lightweight, without sacrificing rendering performance (Gmsh makes extensive use of OpenGL vertex arrays.).”
- The Direct3D 10 system (2006, methodology): “The rendering pipeline architecture embodied by the OpenGL [Segal and Akeley 2004] and Direct3D [Gray 2003] systems have evolved substantially over the past decade.”
- Dandelion: a compiler and runtime for heterogeneous systems (2013, methodology): “GPU frameworks such as CUDA [79], OpenCL [63], and others [88, 17, 71, 22, 48, 94] provide rich front-end programming models, specific to the underlying parallel GPU architecture.”