作者: Yoshitaka c o Nintendo Co. Ltd. Yasumoto
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摘要: In a 3D computer graphics system such as home video game console, efficient techniques for generating non-photorealistic effects cartoon outlining involve and displaying border lines at object edges based on contents of pixel memory. Some use depth (Z) values to determine which pixels are located edges, selectively blend coloration into those then displayed. Object by comparing with neighboring (e.g., calculating “distance” value the absolute distance(s) between pixel's depths pixels). A desired line color is blended calculated distance value. one particular example, used calculate Alpha control amount that color. The may be modulated depth. Other cause portions identification stored in frame buffer locations normally store values. These ID can identify portion intersections applying to.