"The rendering engine generates animated 3D graphics by any of a number of methods (rasterization, ray-tracing etc.).
Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D, OpenGL, or Vulkan which provide a software abstraction of the graphics processing unit (GPU). Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards." - Game Engine
"UNISURF was a pioneering surface CAD/CAM system, designed to assist with car body design and tooling. It was developed by French engineer Pierre Bézier for Renault in 1968, and entered full use at the company in 1975.[1][2] By 1999, around 1,500 Renault employees made use of UNISURF for car design and manufacture." Advent of CAD/CAM Systems
"A geometric modeling kernel is a 3D solid modeling software component used in computer-aided design packages" Geometric Modeling Kernel
I am struggling to understand an underlying architecture of a geometric modeling kernels compared to the game engines and physics engines.
Questions:
Am I understand it correctly, that the geometric modeling kernels, are actually the low-level APIs, more specifically, a
kernel loadable extensions, used specifically to handle the rendering of a geometric operations, like creating a boundary representation of an objects on the screen?How are the
geometric modeling kernelsdiffer from theOpenGL-derived APIs? Are they also written in C++, or an older languages, since, I believe, they have appeared earlier?Am I understand correctly, that the geometric modeling kernels, like
ACIS,Parasolidare continuing to use it's own, proprietary, low-level modules, instead of OpenCL/OpenGL, or they are kind of mixed?What is the architecture of the physics engine, in terms of an APIs. Is it using the
OpenGLor other derived low-level graphics APIs? Let's say,Havoc, is it relying on other low-level API, sayDirect3D?

