Title
X-toon: an extended toon shader
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.
Year
DOI
Venue
2006
10.1145/1124728.1124749
NPAR
Keywords
Field
DocType
modified normal field,abstracted shape,surface orientation,global shape detail parameter,toon shader,original normal,tone detail,extended toon shader,alternative tone,abstracted normal field,shape detail map,depth of field,observational study
Computer vision,Computer graphics (images),Vertex (geometry),Computer science,Specular reflection,Interpolation,Cel shading,Backlight,Artificial intelligence,Shader,Light source,Aerial perspective
Conference
ISBN
Citations 
PageRank 
1-59593-357-3
44
1.75
References 
Authors
10
3
Name
Order
Citations
PageRank
Pascal Barla155329.07
Joëlle Thollot274537.34
Lee Markosian390764.89