Many Augmented and Mixed Reality applications are based on two libraries: OpeiiGL is used for rendering and ARToolKit  is used for mnrker recognition. Tlie ARToolKit libraiy is great for rapid prototyping of AWMR applications. The 1ibr.q is very easy to use and it hides the complexity of marker recognition. In the AMIRE  (Authoring Mixed Reality) project, a European founded AR project, we follow up the aiin of ARToolKit consistently: the AMIRE approach is to offer wellestablished geins (soflware solutions) and coniponents for a faster prototyping of AWMR applications. Each content user should be able to develop hidher own AR/MR application without any coniputer graphics shlls. Therefore, one of the primary goals of AMIRE is to ftnd well-established solutions of current ARJMR applications. One of the solution is the ARToolKit libraiy, which is used in numbelless ARJMR applications. But which library shorild be used for rendering? Can we use a high-level graphics API together with ARToolKit? Which graphic libraiy would be the best for further AR/MR applications? Should developers use Direct3D/OpenGL or should we propose a high-level graphics API, like Open Inventor  , OpenGL Peifoiiner , OpenSG , or Open SceneGraph ?