Difference between revisions of "GAM532/DPS932 Team BSD"

From CDOT Wiki
Jump to: navigation, search
Line 17: Line 17:
 
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.
 
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
+
* http://rbwhitaker.wikidot.com/toon-shader
https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
+
* https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438
+
* 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.
 
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://www.gamasutra.com/view/feature/130067/sponsored_feature_inking_the_.php?page=1
http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/
+
* http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/
http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
+
* http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
  
 
===Work Split===
 
===Work Split===

Revision as of 09:28, 17 February 2016


GAM532/DPS932 | Student List | Project Requirements | Teams and their Projects | Student Resources

Game Name Goes here

Repository

https://bitbucket.org/teambsd2016/teambsd

Team Members

  1. Jordan Wieb
  2. Patrick Godbout
  3. 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.

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