|
ABSTRACT
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.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
|
 |
2
|
|
 |
3
|
|
| |
4
|
{Decaudin96} Decaudin, P. 1996. Cartoon Looking Rendering of 3D Scenes. Research Report 2919, INRIA, June.
|
 |
5
|
|
 |
6
|
Bruce Gooch , Peter-Pike J. Sloan , Amy Gooch , Peter Shirley , Richard Riesenfeld, Interactive technical illustration, Proceedings of the 1999 symposium on Interactive 3D graphics, p.31-38, April 26-29, 1999, Atlanta, Georgia, United States
[doi> 10.1145/300523.300526]
|
| |
7
|
|
| |
8
|
{HS98} Heidrich, W., and Seidel, H. 1998. Efficient Rendering of Anisotropic Surfaces Using Computer Graphics Hardware. In Image and Multi-dimensional Digital Signal Processing Workshop, 315--318.
|
 |
9
|
Adam Lake , Carl Marshall , Mark Harris , Marc Blackstein, Stylized rendering techniques for scalable real-time 3D animation, Proceedings of the 1st international symposium on Non-photorealistic animation and rendering, p.13-20, June 05-07, 2000, Annecy, France
[doi> 10.1145/340916.340918]
|
 |
10
|
|
 |
11
|
|
| |
12
|
{McTaggart04} McTaggart, G. 2004. Half-Life 2 Shading. In Game Developers Conference. Direct3D Tutorial.
|
 |
13
|
|
| |
14
|
{Miyazaki02} Miyazaki, H. 2002. The Art of Spirited Away. VIZ Media.
|
 |
15
|
|
 |
16
|
|
 |
17
|
|
| |
18
|
{Schau74} Schau, M. 1974. J. C. Leyendecker. Watson-Guptill.
|
CITED BY 2
|
|
Romain Pacanowski , Mickaël Raynaud , Xavier Granier , Patrick Reuter , Christophe Schlick , Pierre Poulin, Efficient streaming of 3D scenes with complex geometry and complex lighting, Proceedings of the 13th international symposium on 3D web technology, August 09-10, 2008, Los Angeles, California
|
|
|
Forrester Cole , Kevin Sanik , Doug DeCarlo , Adam Finkelstein , Thomas Funkhouser , Szymon Rusinkiewicz , Manish Singh, How well do line drawings depict shape?, ACM Transactions on Graphics (TOG), v.28 n.3, August 2009
|
|