@inproceedings{Barla:2006:XET,
optpostscript = {},
optorganization = {},
author = {Pascal Barla and Jo{\"e}lle Thollot and Lee Markosian},
optkey = {},
optannote = {},
optseries = {},
editor = {Doug DeCarlo and Lee Markosian},
url = {http://artis.inrialpes.fr/Publications/2006/BTM06a/},
address = {New York},
localfile = {papers/Barla.2006.XET.pdf},
optisbn = {},
publisher = {ACM Press},
optkeywords = {},
optmonth = {},
optciteseer = {},
doi = {http://doi.acm.org/10.1145/1124728.1124749},
optcrossref = {},
optwww = {},
booktitle = NPAR2006,
optvolume = {},
optnumber = {},
abstract = {Traditional toon shading uses a 1D texture that describes how tone
varies with surface orientation relative to a given light source.
In this paper we describe two extensions to the basic algorithm
that support view-dependent effects. First, we replace the 1D
texture with a 2D texture whose second dimension corresponds to
the desired ``tone detail,'' which can vary with depth or surface
orientation. This supports effects such as levels-of-abstraction,
aerial perspective, depth-of-field, backlighting, and specular
highlights.Second, we further extend the toon shader to use a
modified normal field that can range from the original normals to
a simpler set of normals taken from an ``abstracted shape.'' A
global shape detail parameter determines the degree of
interpolation between the original and abstracted normal fields.
We explain how to implement these ideas efficiently on the GPU via
vertex and fragment shaders, and discuss ways to extend our
approach to alternative tone and shape detail maps.},
title = {{X}-{T}oon: {A}n {E}xtended {T}oon {S}hader},
year = {2006},
pages = {127--132},
}
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