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  1. Proceedings of the 5th international symposium on Non-photorealistic animation and rendering (NPAR '07)
  2. Illustrative rendering in Team Fortress 2
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3D collage: expressive non-realistic modeling
Coherent line drawing
Illustrative rendering in Team Fortress 2
Structure-preserving manipulation of photographs
Modeling with rendering primitives: an interactive non-photorealistic canvas
Hybrid quantitative invisibility
Stylized shadows
Illustration of complex real-world objects using images with normals
Sketching, scaffolding, and inking: a visual history for interactive 3D modeling
Isophote distance: a shading approach to artistic stroke thickness
Using NPR to evaluate perceptual shape cues in dynamic environments
Automating joiners
Single camera flexible projection
Highlight lines for conveying shape
Engaging viewers through nonphotorealistic visualizations
Motion cues for illustration of skeletal motion capture data

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Illustrative rendering in Team Fortress 2 ( NPAR '07 )

Content Provider ACM Digital Library
Author Francke, Moby Mitchell, Jason Eng, Dhabih
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.
Starting Page 71
Ending Page 76
Page Count 6
File Format PDF
ISBN 9781595936240
DOI 10.1145/1274871.1274883
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2007-08-04
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Video games Non-photorealistic rendering Shading Hardware rendering Lighting models
Content Type Text
Resource Type Article
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