Compositing Shaders in X3D

dc.contributor.authorKamburelis, Michalisen_US
dc.contributor.editorIan Grimstead and Hamish Carren_US
dc.date.accessioned2013-10-31T10:30:57Z
dc.date.available2013-10-31T10:30:57Z
dc.date.issued2011en_US
dc.description.abstractWe present a new approach for implementing effects using the GPU shading languages. Our effects seamlessly cooperate with each other and with the shaders used internally by the 3D application. Thus the effects are reusable, work in various combinations and under all lighting and texture conditions. We have designed our effects to fit naturally in 3D scene graph formats, in particular we present a number of extensions to the X3D standard. Our extensions nicely integrate shader effects with X3D concepts like shapes, light sources and textures.en_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US
dc.identifier.isbn978-3-905673-83-8en_US
dc.identifier.urihttps://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG11/101-108en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture; Computer Graphics [I.3.6]: Methodology and Techniques-Languages, Standardsen_US
dc.titleCompositing Shaders in X3Den_US
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