Abstract

Traditional toon shading uses a 1D texture that describes how varies with surface orientation relative to a given light source. In this paper we describe two extensions to the basic algorithm that support view-dependent effects. First, we replace the 1D texture with a 2D texture whose second dimension corresponds to the desired tone detail, which can vary with depth or surface orientation. This supports effects such as levels-of-abstraction, aerial perspective, depth-of-field, backlighting, and specular highlights.Second, we further extend the toon shader to use a modified normal field that can range from the original normals to a simpler set of normals taken from an shape. A global shape detail parameter determines the degree of interpolation between the original and abstracted normal fields. We explain how to implement these ideas efficiently on the GPU via vertex and fragment shaders, and discuss ways to extend our approach to alternative and shape detail maps.

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