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Visualization
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Course INF359 (VISUAL2): Selected Topics in Visualization (utvalde emner i visualisering)
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.





 Last change: Jean-Paul Balabanian