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Non-Photorealistic Rendering Techniques for a Game Engine

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Presentation on theme: "Non-Photorealistic Rendering Techniques for a Game Engine"— Presentation transcript:

1 Non-Photorealistic Rendering Techniques for a Game Engine
COMP 238 Final Project Non-Photorealistic Rendering Techniques for a Game Engine

2 Remember NPR Quake?

3 How did they do it? “grep”-ed the Quake source code for OpenGL calls
Pulled them out into one source file Added dynamic loading support Started coding different visual styles

4 How about a “cartoon” look?
Silhouettes Creases Shading Shadows Walls

5 Silhouettes Flip the normals and extend the edges of backfacing polygons.

6 Creases (1) Add thin quadrilaterals at each edge, forming an angle with the polygon.

7 Creases (2) It actually works!

8 Shadows The function is there, but it’s never called :(.
Just draw a projection of each model on a horizontal plane (not always correct, but works out pretty well).

9 Cartoon-style shading
1D texture coordinate at vertex = amount of light received

10 Walls No lighting information available, so…
Replace with “hand-drawn” texture. Add charcoal style for lines (one thick line and several jittered thin lines).

11 Result

12 Bibliography [1] Alex Mohr, Michael Gleicher: "Non-Invasive, Interactive, Stylized Rendering". The 2001 ACM Symposium on Interactive 3D Graphics. [2] Ramesh Raskar: "Hardware Support for Non-photorealistic Rendering", Eurographics 2001. [3] Bert Freudenberg, Maic Masuch, Thomas Strothotte: "Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine", Siggraph/Eurographics Graphics Hardware, LA, 2001. [4] Adam Lake, Carl Marshall, Mark Harris, Marc Blackstein: "Hardware Support for Non-photorealistic Rendering", Siggraph/Eurographics Graphics Hardware, LA, 2001. [5] Jeff Lander: "Shades of Disney: Opaquing a 3D World", Game Developer Magazine, March 2000.


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