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GAM532/DPS932 Team BSD

Game Name Goes here

Repository

https://bitbucket.org/teambsd2016/teambsd

Team Members

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

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