Difference between revisions of "GAM532/DPS932 Team BSD"
Line 27: | Line 27: | ||
===Work Split=== | ===Work Split=== | ||
Jordan Wieb: | Jordan Wieb: | ||
− | OpenGL Labs 1, 3, 5, 7, and 9 | + | # OpenGL Labs 1, 3, 5, 7, and 9 |
− | Cel Shading | + | # Cel Shading |
− | Materials | + | # Materials |
Patrick Godbout: | Patrick Godbout: | ||
− | OpenGL Labs 2, 4, 6, 8, and 10 | + | # OpenGL Labs 2, 4, 6, 8, and 10 |
− | Edge Detection | + | # Edge Detection |
Revision as of 08:26, 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
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