Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the ninth international conference on 3D Web technology
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
Enhancing X3D for advanced MR appliances
Proceedings of the twelfth international conference on 3D web technology
X3DOM: a DOM-based HTML5/X3D integration model
Proceedings of the 14th International Conference on 3D Web Technology
CommonVolumeShader: simple and portable specification of volumetric light transport in X3D
Proceedings of the 16th International Conference on 3D Web Technology
A scalable framework for image-based material representations
Proceedings of the 17th International Conference on 3D Web Technology
CommonSurfaceShader revisited: improvements and experiences
Proceedings of the 17th International Conference on 3D Web Technology
A DCC pipeline for native 3D graphics in browsers
Proceedings of the 17th International Conference on 3D Web Technology
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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. At the core of our proposal is the CommonSurfaceShader 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 renderer based on hardware-accelerated rasterization, an interactive ray tracer, and a path tracer.