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Created page with '{{GAM532/DPS932 Index | 20161}} = Game Name Goes here = == Repository == https://bitbucket.org/teambsd2016/teambsd == Team Members == * [mailto:jtwieb@myseneca.ca?subject=DPS93…'
{{GAM532/DPS932 Index | 20161}}
= Game Name Goes here =
== Repository ==
https://bitbucket.org/teambsd2016/teambsd
== 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 ==
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
= Game Name Goes here =
== Repository ==
https://bitbucket.org/teambsd2016/teambsd
== 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 ==
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