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CGF
2002

Geometric Approximations Towards Free Specular Comic Shading

13 years 4 months ago
Geometric Approximations Towards Free Specular Comic Shading
We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations, the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but, they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more,, which we can render exceeding 40 frames per second, including the specular component. Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4....
Holger Winnemöller, Shaun Bangay
Added 17 Dec 2010
Updated 17 Dec 2010
Type Journal
Year 2002
Where CGF
Authors Holger Winnemöller, Shaun Bangay
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