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Cartoon rendering can enhance game atmospheres with bright, medium, and dark shading intensities and outlined silhouette edges. Overcoming difficulties of generating adjacency arrays and outlining edges via quads. Implementing special screen effects like Black and White, Old Film, and Motion Blur. Challenges include shader development, test variables, and future work on Depth of Field and Motion Blur.
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NPR & Screen Effects RenguoFeng
Non-photorealistic rendering Cartoon renderingcan enhance the atmosphere of some types of games when you want to impart a cartoonish feel.
Cartoon rendering • Step 1. the meshes are shaded using exactly three shading intensities (bright, medium, dark) and the transition between them is abrupt. • Step 2. Cartoon drawings also typically have their silhouette edges outlined. • Both steps require their own shaders.
Difficulties • To outline the silhouette edges, I represent an edgeof a mesh as a quad. • The problems in generating adjacency arrays for some complex models. quad from an edge triangle
Screen Special Effects • Render scene to a temporary texture, and then use a special shader to manipulate the result before presenting onto screen. • Black and White, Old Film • Gaussian Filter & Blur & Motion Blur • Shader Development Tool
Progress & Difficulties & Future Work • Part of codes for post processes • Many shaders, test variables • DOF, Motion Blur ……