- Source: Gooch shading
Gooch shading is a non-photorealistic rendering technique for shading objects. It is also known as "cool to warm" shading, and is widely used in technical illustration.
History
Gooch shading was developed by Amy Gooch et al. at the University of Utah School of Computing and first presented at the 1998 SIGGRAPH conference. It has since been implemented in shader libraries, software, and games released by Autodesk, NVIDIA, and Valve.
Process
Gooch shading defines an additional two colors in conjunction with the original model color: a warm color (such as yellow) and a cool color (such as blue). The warm color indicates surfaces that are facing toward the light source while the cool color indicates surfaces facing away. This allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent. The Gooch shader is typically implemented in two passes: all objects in the scene are first drawn with the "cool to warm" shading, and in the second pass the object’s edges are rendered in black.
See also
List of common shading algorithms
Phong shading
Cel shading
Non-photorealistic rendering
References
Kata Kunci Pencarian:
- Team Fortress 2
- Gooch shading
- List of common shading algorithms
- Cel shading
- Amy Ashurst Gooch
- Non-photorealistic rendering
- Team Fortress 2
- University of Utah School of Computing
- List of Northwestern University alumni
- Scientific Computing and Imaging Institute
- List of University of Utah people