Difference between revisions of "GAM532/DPS932 Sample Team Page"

From CDOT Wiki
Jump to: navigation, search
Line 3: Line 3:
  
 
== Repository ==
 
== Repository ==
https://bitbucket.org/teambsd2016/teambsd
+
 
 
== Team Members ==  
 
== Team Members ==  
* [mailto:jtwieb@myseneca.ca?subject=DPS932 Jordan Wieb]
+
# [mailto:jp.hughes@senecacollege.ca?subject=GAM532 Joseph Hughes]
* [mailto:pgodbout@myseneca.ca?subject=GAM532 Patrick Godbout]
+
# [mailto:chris.szalwinski@senecacollege.ca?subject=DPS932 Chris Szalwinski]
* [mailto:jtwieb@myseneca.ca;pgodbout@myseneca.ca?subject=DPS932 eMail All]
+
# [mailto:jp.hughes@senecacollege.ca;chris.szalwinski@senecacollege.ca?subject=GAM532_DPS932 eMail All]
  
 
== Progress ==
 
== 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
 

Revision as of 09:37, 17 February 2016