昨晚左右手在一轉眼間就突然各多了一個作品上去,今天手上左邊是藍右邊是綠,雖然對扁皇政府有點不喜歡,但是為了保持中立,我還是不要把圖貼出來的好:P (絕對不是我懶惰)
話說Team Fortress 2這款遊戲據說valve做了10多年才完成這個作品,使用的市廣售台灣網路遊戲使用的插畫風格的shader(就是所謂的cartoon shader或賽璐璐),但是這個遊戲明顯的畫出高明許多的,而且更加接近漫畫的感覺.
其實這真的是3D,不是用畫的…
他的公式其實就很簡單,傳統的插畫式shader就是把顏色區塊先定出來,然後這個比較特別的大概就是Rim Highlighting…下面兩張有著明顯的差異..
要做這樣的東西,大概就是可以參考一下以下幾篇paper
最重要的大概就是Gooch 1998,Lake 2000,BARLA 2006,不過我還沒有很仔細的看完,看完在來寫心得報告..
BARLA, P., THOLLOT, J., AND MARKOSIAN, L. 2006. X-Toon:
An Extended Toon Shader. In International Symposium on Non-
Photorealistic Animation and Rendering (NPAR), ACM.
DECAUDIN, P. 1996. Cartoon Looking Rendering of 3D Scenes.
Research Report 2919, INRIA, June.
GOOCH, A. A., GOOCH, B., SHIRLEY, P., AND COHEN, E. 1998.
A Non-Photorealistic Lighting Model for Automatic Technical
Illustration. ACM Press/ACM SIGGRAPH, New York, M. Cohen,
Ed., 447–452.
GOOCH, B., SLOAN, P.-P. J., GOOCH, A. A., SHIRLEY, P., AND
RIESENFELD, R. 1999. Interactive Technical Illustration. In
Proceedings of the 1999 Symposium on Interactive 3D Graphics,
ACM Press, New York, J. Rossignac, J. Hodgins, and J. D. Foley,
Eds., 31–38.
GREGER, G., SHIRLEY, P., HUBBARD, P. M., AND GREENBERG,
D. P. 1998. The Irradiance Volume. IEEE Computer Graphics
and Applications 18, 2 (/), 32–43.
HEIDRICH, W., AND SEIDEL, H. 1998. Efficient Rendering of
Anisotropic Surfaces Using Computer Graphics Hardware. In
Image and Multi-dimensional Digital Signal Processing Workshop,
315–318.
LAKE, A., MARSHALL, C., HARRIS, M., AND BLACKSTEIN, M.
2000. Stylized Rendering Techniques for Scalable Real-Time 3D
Animation. ACM Press, New York, J.-D. Fekete and D. Salesin,
Eds., 13–20.