Title: X-Toon: An Extended Toon Shader
1X-Toon An Extended Toon Shader
- Pascal Barla, Joelle ThollotARTIS GRAVIR/IMAGE
INRIA - Lee MarkosianUniversity of Michigan
2Outline
- Introduction
- Tone Detail
- Shape Detail
- Discussion and Future Work
3Introduction
- Toon shading simple but effective
- A dot product between a light vector and surface
normal - 1D texture
- dark to light regions
- 2 3 constant color (comics, traditional
animation) - Can be implemented efficiently via vertex and
fragment programs on modern GPUs
4Limitation
- Does not reflect the importance or desired
level of detail of a surface - Depth-of-field
- View-independent
- View-dependent highlights,view-dependent
backlighting effect - Full accuracy
- A degree of abstraction so that small shape
details are omitted
5X-Toon
- Supports view-dependent
- Tone detail
- Tone varies with depth or orientation relative to
the camera - 1D texture ? 2D texture
- Shape detail
- Using a modified normal field defined by
interpolating between normal of the original
shape and normal of a highly abstracted shape
6Outline
- Introduction
- Tone Detail
- Shape Detail
- Discussion and Future Work
7Tone Detail
- Toon texture 1D ? 2D
- Horizontal n?l (lambertian shading)
- Vertical tone detail
- This axis corresponds to its own 1D toon texture
- Attribute maps
- Control the tone detail and provide functions
- View-dependent attributes
- Depth-based attribute maps
- Orientation-based attribute maps
- ( LODs, aerial perspective, depth-of-field,
backlighting, specular highlights)
8Outline
- Introduction
- Related Work
- Tone Detail
- Depth-based attribute mapping
- Orientation-based attribute mapping
- Shape Detail
- Discussion and Future Work
9Depth of A Point in 3D
- Distance between the eye and p
- Depth-of-field
- Distance along the focal axis
- LODs, Aerial perspective
10User-specified Parameters
- zmin
- the distance at which the detail starts
decreasing - r gt 1
- the scale factor that defines the coarsest detail
at distance zmax rzmin
11Perspective Projection
- Formula for detail mapping
12Depth-of-Field
- Formula for detail mapping
13Depth-based LOD Effects
smooth out the shading with distance
mimic a discrete LOD behavior
make a receding shadow effect
14Focus-based Detail Map
blurred texture
a texture where contrast and opacity are decreased
15Aerial Perspective
16Outline
- Introduction
- Tone Detail
- Depth-based attribute mapping
- Orientation-based attribute mapping
- Shape Detail
- Discussion and Future Work
17Near-silhouette Attribute Mapping
- Attribute map based on the orientation of the
surface with respect to the observer - View-dependent effect
- Fading of near-silhouette regions, or brightening
and coloring of near-silhouette regions to
suggest a virtual backlight - Near-silhouette attribute mapping
(controls the magnitude of the effect)
18Near-silhouette Abstraction Backlighting
19Specular Highlights
- View-dependent effect
- Model various material highlights
- Depending on the chosen 2D texture
- control the profile of the highlight (smoothness,
width, alpha) so that it is correlated with the
underlying tone - e.g., plastics or metals
- Highlight attribute mapping (Phong highlight
model)
20Highlights
21Outline
- Introduction
- Tone Detail
- Shape Detail
- Discussion and Future Work
22Abstracted Shape
- Geometric map
- Modify the surface normal field
- Map the input mesh to an abstracted shape
- lower bound for shape detail
- has a direct correspondence with the input
surface - Blending parameter
- Controls how the shader interpolates
- Important property
- Keeping the original silhouettes of the model
23Four Types of Abstracted Shape
24Outline
- Introduction
- Tone Detail
- Shape Detail
- Discussion and Future Work
25Performance
- Extensions to the original toon shader, aimed at
retaining its simplicity while allowing more
general behaviors
Model Size Resolution Toon X-Toon Ratio
Mech part 10,000 20,000 640x480 1280x950 287 268 241 222 1.19 1.21
David 26,051 49,998 640x480 1280x950 94 90 80 76 1.18 1.18
Terrain 105,152 208,962 640x480 1280x950 33 32 28 27 1.18 1.19
26Future Work
- Extend to handle other attributes
- Use optical flow to assign less detail to objects
as they move faster in image space - Multiple interpolation weights (geometric
mapping) - Haloing
- Labeled importance
- Points of interest
27Future Work
- Geometric mapping ? multiple shapes
- Control the shape of highlights
Tech. Rep. 2005 Multiscale Line Drawings from 3D
Meshes
IEEE Comput. Graph. 2003 Stylized Highlights for
Cartoon Rendering and Animation