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GAM532/DPS932 Team BSD

1,302 bytes added, 08:24, 17 February 2016
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== 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

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