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Geometric approximations towards free specular comic shading

journal contribution
posted on 2002-09-01, 00:00 authored by H Winnemoller, Shaun BangayShaun Bangay
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.

History

Journal

Computer graphics forum

Volume

21

Issue

3

Pagination

309 - 316

Publisher

Wiley - Blackwell Publishing

Location

Oxford, England

ISSN

0167-7055

eISSN

1467-8659

Language

eng

Publication classification

C1.1 Refereed article in a scholarly journal