DPS932 TeamBSD Page
Game Name Goes here
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.
- OpenGL Labs 1, 3, 5, 7, and 9
- Cel Shading
- OpenGL Labs 2, 4, 6, 8, and 10
- Edge Detection