for Non-Photorealistic Shading of Technical 3D Models
Fulltekst
RELATERTE DOKUMENTER
We demon- strated how to adapt traditional halftoning for the limited screen resolution with a smooth threshold function, and ex- plored several styles and effects enabled by
Traditionally, hardware rasterizers only support the Phong lighting model in combination with Gouraud shading using point light sources.. However, the Phong lighting model is
– Compute for each fragment position in light view – Compute for each fragment distance to light – Lookup in shadow map if a back face lies in light path – Difference between
Render state and texture state specification FX shaders use HLSL to describe shading algorithms For OpenGL, similar functionality is available in the form of CgFX (shader code
The 2D/3D registration procedure, described in detail in Fani et al [DCY03] consists of extracting surface normals from the video frames using a linear shape from shading tech-
Figure 2: Flow diagram of the algorithm. 1) computation of the LU M, RG and BY image planes; 2) the edges at each chromatic plant (RG and BY ) are computed and com- bined; 3) the
We have presented a practical spectral shading model for human skin, that uses four physically based parameters to simulate a wide range of skin appearance including African, Asian
The pipeline is based on a Direct Volume Rendering (DVR) scheme, where the traditionally constant ambient term in the Blinn-Phong shading model is replaced with two com- ponents: