Interactive rendering of reflective and transmissive surfaces in 3D toon shading
Joachim Diepstraten
and Thomas Ertl
Abstract
We present an extension to common realtime toon/cel-shading rendering techniques for treating reflective and transparent surfaces in a 3D toon-shading environment. Our approach takes advantage of multi texturing hardware and simple fragment and vertex shader programs. This allows a broad usage on todays gaming platforms.
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