Difference between revisions of "GAM532/DPS932 Team BSD"

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

Revision as of 08:27, 17 February 2016


GAM532/DPS932 | Student List | Project Requirements | Teams and their Projects | Student Resources

Game Name Goes here

Repository

https://bitbucket.org/teambsd2016/teambsd

Team Members

  1. Jordan Wieb
  2. Patrick Godbout
  3. eMail All

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:

  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