Open main menu

CDOT Wiki β

Difference between revisions of "GAM532/DPS932 Team BSD"

 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{GAM532/DPS932 Index | 20141}}
+
{{GAM532/DPS932 Index | 20161}}
 
= Game Name Goes here =
 
= Game Name Goes here =
  
Line 5: Line 5:
 
https://bitbucket.org/teambsd2016/teambsd
 
https://bitbucket.org/teambsd2016/teambsd
 
== Team Members ==  
 
== Team Members ==  
# [mailto:jtwieb@myseneca.ca?subject=DPS932 Jordan Wieb]
+
* [mailto:jtwieb@myseneca.ca?subject=DPS932 Jordan Wieb]
# [mailto:pgodbout@myseneca.ca?subject=GAM532 Patrick Godbout]
+
* [mailto:pgodbout@myseneca.ca?subject=GAM532 Patrick Godbout]
# [mailto:jtwieb@myseneca.ca;pgodbout@myseneca.ca?subject=DPS932 eMail All]
+
* [mailto:jtwieb@myseneca.ca;pgodbout@myseneca.ca?subject=DPS932 eMail All]
  
 
== Progress ==
 
== Progress ==
Line 17: Line 17:
 
Cel shading involves adding a “stepping” formula to the diffuse lighting calculation so that the intensity of the light is bunched up with similar intensities being represented by one value (1.0 – 0.8 = 1, 0.8 – 0.5 = 0.75, etc.), and also involves changing the specular lighting calculations so that the highlights appear solid with no attenuation.
 
Cel shading involves adding a “stepping” formula to the diffuse lighting calculation so that the intensity of the light is bunched up with similar intensities being represented by one value (1.0 – 0.8 = 1, 0.8 – 0.5 = 0.75, etc.), and also involves changing the specular lighting calculations so that the highlights appear solid with no attenuation.
  
http://rbwhitaker.wikidot.com/toon-shader
+
* http://rbwhitaker.wikidot.com/toon-shader
https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
+
* https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438
+
* http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438
  
 
Edge detection is a post-processing effect that involves adding calculations that look at the depth value of each fragment and find “drop-off” points. Depth values are examined and compared, and when a specified number of them suddenly change within a specified threshold, those fragments are considered an edge and will be coloured black.
 
Edge detection is a post-processing effect that involves adding calculations that look at the depth value of each fragment and find “drop-off” points. Depth values are examined and compared, and when a specified number of them suddenly change within a specified threshold, those fragments are considered an edge and will be coloured black.
  
http://www.gamasutra.com/view/feature/130067/sponsored_feature_inking_the_.php?page=1
+
* http://www.gamasutra.com/view/feature/130067/sponsored_feature_inking_the_.php?page=1
http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/
+
* http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/
http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
+
* http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
  
 
===Work Split===
 
===Work Split===

Latest revision as of 09:31, 17 February 2016

Game Name Goes here

Repository

https://bitbucket.org/teambsd2016/teambsd

Team Members

Progress

Research has been started, but aside from that, nothing related to the enhancement has been done.

Enhancement

Description

Cel shading involves adding a “stepping” formula to the diffuse lighting calculation so that the intensity of the light is bunched up with similar intensities being represented by one value (1.0 – 0.8 = 1, 0.8 – 0.5 = 0.75, etc.), and also involves changing the specular lighting calculations so that the highlights appear solid with no attenuation.

Edge detection is a post-processing effect that involves adding calculations that look at the depth value of each fragment and find “drop-off” points. Depth values are examined and compared, and when a specified number of them suddenly change within a specified threshold, those fragments are considered an edge and will be coloured black.

Work Split

Jordan Wieb:

  1. OpenGL Labs 1, 3, 5, 7, and 9
  2. Cel Shading
  3. Materials

Patrick Godbout:

  1. OpenGL Labs 2, 4, 6, 8, and 10
  2. Edge Detection