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GAM532/DPS932 Team BSD

12 bytes added, 09:28, 17 February 2016
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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
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