Difference between revisions of "GAM532/DPS932 Team BSD"
(5 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | {{GAM532/DPS932 Index | | + | {{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:pgodbout@myseneca.ca?subject=GAM532 Patrick Godbout] | |
− | + | * [mailto:jtwieb@myseneca.ca;pgodbout@myseneca.ca?subject=DPS932 eMail All] | |
== Progress == | == Progress == | ||
+ | |||
+ | Research has been started, but aside from that, nothing related to the enhancement has been done. | ||
== Enhancement == | == Enhancement == | ||
Line 15: | 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 08:31, 17 February 2016
GAM532/DPS932 | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
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.
- http://rbwhitaker.wikidot.com/toon-shader
- https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
- 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.
- 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://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
Work Split
Jordan Wieb:
- OpenGL Labs 1, 3, 5, 7, and 9
- Cel Shading
- Materials
Patrick Godbout:
- OpenGL Labs 2, 4, 6, 8, and 10
- Edge Detection