A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Stylized rendering techniques for scalable real-time 3D animation
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Illumination for computer generated pictures
Communications of the ACM
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
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
Exaggerated shading for depicting shape and detail
ACM SIGGRAPH 2006 Papers
Image enhancement by unsharp masking the depth buffer
ACM SIGGRAPH 2006 Papers
High dynamic range rendering in valve's source engine
ACM SIGGRAPH 2006 Courses
Shading in valve's source engine
ACM SIGGRAPH 2006 Courses
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Efficient streaming of 3D scenes with complex geometry and complex lighting
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
How well do line drawings depict shape?
ACM SIGGRAPH 2009 papers
Cartoon Animation Style Rendering of Water
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
ElastiFace: matching and blending textured faces
Proceedings of the Symposium on Non-Photorealistic Animation and Rendering
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We present a set of artistic choices and novel real-time shading techniques which support each other to enable the unique rendering style of the game Team Fortress 2. Grounded in the conventions of early 20th century commercial illustration, the look of Team Fortress 2 is the result of tight collaboration between artists and engineers. In this paper, we will discuss the way in which the art direction and technology choices combine to support artistic goals and gameplay constraints. In addition to achieving a compelling style, the shading techniques are designed to quickly convey geometric information using rim highlights as well as variation in luminance and hue, so that game players are consistently able to visually "read" the scene and identify other players in a variety of lighting conditions.