A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The lit sphere: a model for capturing NPR shading from art
GRIN'01 No description on Graphics interface 2001
Stylized Highlights for Cartoon Rendering and Animation
IEEE Computer Graphics and Applications
X-toon: an extended toon shader
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Tweakable light and shade for cartoon animation
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Exaggerated shading for depicting shape and detail
ACM SIGGRAPH 2006 Papers
Illustrative rendering in Team Fortress 2
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Illumination Brush: Interactive Design of All-Frequency Lighting
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Apparent relief: a shape descriptor for stylized shading
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
Radiance Scaling for versatile surface enhancement
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Sketch and paint-based interface for highlight modeling
SBM'08 Proceedings of the Fifth Eurographics conference on Sketch-Based Interfaces and Modeling
Lit-Sphere extension for artistic rendering
The Visual Computer: International Journal of Computer Graphics
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Shading appearance in illustrations, comics and graphic novels is designed to convey illumination, material and surface shape characteristics at once. Moreover, shading may vary depending on different configurations of surface distance, lighting, character expressions, timing of the action, to articulate storytelling or draw attention to a part of an object. In this paper, we present a method that imitates such expressive stylized shading techniques in dynamic 3D scenes, and which offers a simple and flexible means for artists to design and tweak the shading appearance and its dynamic behavior. The key contribution of our approach is to seamlessly vary appearance by using a combination of shading primitives that take into account lighting direction, material characteristics and surface features. We demonstrate their flexibility in a number of scenarios: minimal shading, comics or cartoon rendering, glossy and anisotropic material effects; including a variety of dynamic variations based on orientation, timing or depth. Our prototype implementation combines shading primitives with a layered approach and runs in real-time on the GPU.