Mueller-Wittig, WolfgangVoss, GerritRaffaele De Amicis and Giuseppe Conti2014-01-272014-01-272007978-3905673-62-3https://doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2007/045-049Current scenegraph systems, especially systems used to build general purpose virtual reality systems, are trailing game engines and similar specialized systems in terms of the adaption of new renderingmethods like the different real-time shadow algorithms. This paper analysis the fundamental OpenGL state abstraction layers present in current scenegraph systems with respect to their influence on the adaption of new and complex rendering algorithms.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computing Methodologies]: Computer Graphics Methodology and Techniques I.3.7 [Computing Methodologies]: Computer Graphics Three-Dimensional Graphics and RealismChallenges for modern Scene-Graph Systems