Non photorealistic rendering techniques for a game engine
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COMP 238 Final Project. Non-Photorealistic Rendering Techniques for a Game Engine. Remember NPR Quake?. 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.

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Non photorealistic rendering techniques for a game engine

COMP 238 Final Project

Non-Photorealistic Rendering Techniques for a Game Engine



How did they do it
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


How about a cartoon look
How about a “cartoon” look?

  • Silhouettes

  • Creases

  • Shading

  • Shadows

  • Walls


Silhouettes
Silhouettes

Flip the normals and extend the edges of backfacing polygons.


Creases 1
Creases (1)

Add thin quadrilaterals at each edge, forming an angle with the polygon.


Creases 2
Creases (2)

  • It actually works!


Shadows
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).


Cartoon style shading
Cartoon-style shading

  • 1D texture

  • coordinate at vertex = amount of light received


Walls
Walls

  • No lighting information available, so…

  • Replace with “hand-drawn” texture.

  • Add charcoal style for lines (one thick line and several jittered thin lines).



Bibliography
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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