dc.contributor.author | Kamburelis, Michalis | en_US |
dc.contributor.editor | Ian Grimstead and Hamish Carr | en_US |
dc.date.accessioned | 2013-10-31T10:30:57Z | |
dc.date.available | 2013-10-31T10:30:57Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-3-905673-83-8 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG11/101-108 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.subject | Categories 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, Standards | en_US |
dc.title | Compositing Shaders in X3D | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |