Abstract
We propose a new highlight shader for the 3D objects used in cel animation. Without using a texture-mapping technique, our shader makes highlight shapes and animations in a cartoon style. Our shader makes an initial highlight shape using Blinn's (1977) traditional specular model. It then interactively modifies the initial shape through geometric, stylistic, and Boolean transformations for the highlight until we get our final desired shape. Moreover, once these operations specify highlight shapes for each keyframe, our shader automatically generates the highlight animation. In other words, our shader offers a new definition of highlighting 3D objects for cel animation.
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