Using standard Phong model.
Implemented using OpenGL (mac) and Nvidia Cg 2.1
All calculations are done in fragment shader.
Actual Cel Shading is done using 2 1d gradient textures for look-ups (diffuse and specular).
Outline is computed in screen-space from normal buffer (using Sobel operator).
Examples show 1) Cel shading with outline; 2) Cel shading without outline; 3) Outline
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