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Robert VISUAL2 LAB1
Non-photorealistic rendering
Uses volumeshop application with GLSL fragment shader program
TOON1
Three colors hard-coded. User defined interval and light direction.
Shading based on dot-product of light vector and normal vector.
TOON2
Coloring calculated based on dot-product of light vector and normal vector.
User can select number of colors and add specular highlight.
CONTOUR1
The areas where dot-product of view vector and normal vector are above
a threshold, are colored. Coloration based on cosine term. User can
change contour color by changing transform function.
CONTOUR2
The areas where dot-product of view vector and normal vector are above
a threshold, are "blanked out". Below the threshold, the user can
adjust contour thickness.
COOL TO WARM
Cool to warm shading described by Gooch et.al.
RIDGE & VALLEY ENHANCEMENT
Principal curvature calculated using method described by Kindlmann.
Contours (colored black) user-adjusted using curvature in view
direction. Mean curvature threshold used for emphasizing ridges
(colored white) and valleys (colored brown-grey).
SIMPLE STIPPLING
Here the dot product of the view vector and normal vector is
used again. The higher the cosine term, the lower the probability
for drawing a stipple.
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