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[BTM+06]  X-Toon: An Extended Toon Shader

Barla:2006:XET (In proceedings)
Author(s)Barla P., Thollot J. and Markosian L.
Title« X-Toon: An Extended Toon Shader »
InProceedings of the Fourth International Symposium on Non-Photorealistic Animation and Rendering (NPAR 2006, Annecy, France, June 5--7, 2006)
Editor(s)Doug DeCarlo and Lee Markosian
Page(s)127--132
Year2006
PublisherACM Press
AddressNew York
URLhttp://artis.inrialpes.fr/Publications/2006/BTM06a/
Editor(s)Doug DeCarlo and Lee Markosian

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.

BibTeX code
@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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