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Geometric Approximations Towards Free Specular Comic Shading
Author(s) -
Winnemöller Holger,
Bangay Shaun
Publication year - 2002
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.00590
Subject(s) - computer science , rendering (computer graphics) , computer graphics (images) , computer graphics , artificial intelligence , computer vision , vertex (graph theory) , global illumination , graphics , specular highlight , precomputation , specular reflection , algorithm , theoretical computer science , graph , computation , physics , quantum mechanics
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.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction.

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