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DPS932 TeamBSD Page

Revision as of 09:39, 17 February 2016 by Jordan Terrance Wieb (talk | contribs) (Created page with '{{GAM532/DPS932 Index | 20161}} = Game Name Goes here = == Repository == == Team Members == * […')
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Game Name Goes here


Team Members


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



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.

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.

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