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A Modern Declarative Surface Shader for X3D

机译:X3D的现代声明式表面着色器

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This paper introduces a modern, declarative surface shader for the X3D standard that allows for a compact, expressive, and implementation-independent specification of surface appearance. X3D's Material node is portable, but its feature set has become inadequate over the last years. Explicit shader programs, on the other hand, offer the expressive power to specify advanced shading techniques, but are highly implementation-dependent. The motivation for our proposal is to bridge the gap between these two worlds - to provide X3D with renderer-independent support for modern materials and to increase interoperability with DCC tools.rnAt the core of our proposal is the CommonSur f aceShader node. This node provides no explicit shader code, only a slim declarative interface consisting of a set of parameters with clearly defined semantics. Implementation details are completely hidden and portability is maximized. It supports diffuse and glossy surface reflection, bump mapping, and perfect specular reflection and refraction. This feature set can capture the appearance of many common materials accurately and is easily mappable to the material descriptions of other software packages and file formats. To verify our claims, we have implemented and analyzed the proposed node in three different rendering pipelines: a Tenderer based on hardware-accelerated rasterization, an interactive ray tracer, and a path tracer.
机译:本文为X3D标准引入了一种现代的,声明性的表面着色器,它允许对外观进行紧凑,表达和实现独立的规范。 X3D的Material节点是可移植的,但是在过去几年中它的功能集已经不足。另一方面,显式着色器程序提供了指定高级着色技术的表达能力,但高度依赖于实现。我们提议的动机是弥合这两个世界之间的鸿沟-为X3D提供与渲染器无关的现代材料支持,并增加与DCC工具的互操作性。我们提议的核心是CommonSur faceShader节点。该节点不提供任何显式的着色器代码,而仅提供一个细长的声明性接口,该接口由一组具有明确定义的语义的参数组成。实施细节被完全隐藏,可移植性得以最大化。它支持漫反射和光泽表面反射,凹凸贴图以及完美的镜面反射和折射。该功能集可以准确地捕获许多常见材料的外观,并且可以轻松地映射到其他软件包和文件格式的材料描述。为了验证我们的主张,我们在三个不同的渲染管道中实现并分析了建议的节点:基于硬件加速光栅化的渲染器,交互式光线跟踪器和路径跟踪器。

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