Top Banner
The Illustrative World The Illustrative World of Team Fortress 2 of Team Fortress 2 Jason Mitchell Jason Mitchell Stylization with a Purpose Stylization with a Purpose
82

TF2 - Stylization With a Purpose

Mar 26, 2015

Download

Documents

idMethod
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: TF2 - Stylization With a Purpose

The Illustrative World The Illustrative World of Team Fortress 2of Team Fortress 2

Jason MitchellJason Mitchell

Stylization with a PurposeStylization with a Purpose

Page 2: TF2 - Stylization With a Purpose

OutlineOutline

• History of Team Fortress• Characters

• Art direction• Shading algorithms

• Environments• Meet the Team• Post-ship• Sneak Peek of the next Meet the Team short!

Page 3: TF2 - Stylization With a Purpose

Team Fortress ModTeam Fortress Mod

Page 4: TF2 - Stylization With a Purpose

INITIAL Team Fortress 2INITIAL Team Fortress 2

Page 5: TF2 - Stylization With a Purpose

INITIAL Team Fortress 2INITIAL Team Fortress 2

Medic!

Page 6: TF2 - Stylization With a Purpose

Team Fortress 2Team Fortress 2

Page 7: TF2 - Stylization With a Purpose

Why The Unique Visual Style?Why The Unique Visual Style?

• Gameplay• Readability• Branding

Page 8: TF2 - Stylization With a Purpose

• Team – Friend or Foe?• Color

• Class – Run or Attack?• Distinctive silhouettes• Body proportions• Weapons• Shoes, hats and clothing folds

• Selected weapon – What’s he packin’?• Highest contrast at chest level, where weapon is held• Gradient from dark feet to light chest

Color Swatch

Read Hierarchy

Page 9: TF2 - Stylization With a Purpose

Early 20th Century Commercial Illustration

Dean Cornwell

J. C. Leyendecker

Norman Rockwell

Page 10: TF2 - Stylization With a Purpose

Early 20th Century Commercial IllustrationEarly 20th Century Commercial Illustration

• Chose to adopt specific conventions of the commercial illustrator J. C. Leyendecker:• Shading obeys a warm-to-cool hue shift. Shadows go to

cool, not black• Saturation increases at the terminator with respect to a given

light source. The terminator is often reddened.• On characters, interior details such as clothing folds are

chosen to echo silhouette shapes• Silhouettes are often emphasized with rim highlights rather

than dark outlines

Page 11: TF2 - Stylization With a Purpose

J.C. LeyendeckerThanksgiving 1628-1928

J.C. LeyendeckerTally-Ho, 1930

Clothing Folds

Page 12: TF2 - Stylization With a Purpose

J.C. LeyendeckerArrow collar advertisement, 1929

J.C. LeyendeckerSwimmin’ Hole, 1935

Rim Highlights

Red Terminator

Page 13: TF2 - Stylization With a Purpose

Rim HighlightingRim Highlighting

Page 14: TF2 - Stylization With a Purpose

Rim HighlightingRim Highlighting

Page 15: TF2 - Stylization With a Purpose

CHARACTER CREATIONCHARACTER CREATION

1. Character silhouette 2. Interior shapes3. Model sheet4. 3D Model5. Character Skin6. Final Character in game

Page 16: TF2 - Stylization With a Purpose

Character SilhouetteCharacter Silhouette• Building block of character design• Identifiable at first read

Page 17: TF2 - Stylization With a Purpose

Interior ShapesInterior Shapes• Solving interior character

design with shadow shapes• Keep it iconic• Work out design in three

quarter pose

Page 18: TF2 - Stylization With a Purpose

Model SheetModel Sheet• Use concept painting as

guide• Solve design problems using

silhouette only• Solve interior design with

shadow shapes

Page 19: TF2 - Stylization With a Purpose

3D Model3D Model• Match silhouette to model

sheet• Solve 3 quarter design with

screenshots / paintovers• Model with character in mind

Page 20: TF2 - Stylization With a Purpose

Base Ambient Occlusion mapBase Ambient Occlusion map

Page 21: TF2 - Stylization With a Purpose

Character SkinCharacter Skin

Page 22: TF2 - Stylization With a Purpose

Final CharacterFinal Character• 3D model with texture and

basic shading

Page 23: TF2 - Stylization With a Purpose

Engineer ConceptEngineer Concept

Page 24: TF2 - Stylization With a Purpose

Engineer modelEngineer model

Page 25: TF2 - Stylization With a Purpose

Pyro ConceptPyro Concept

Page 26: TF2 - Stylization With a Purpose

Pyro modelPyro model

Page 27: TF2 - Stylization With a Purpose

Character Shading AlgorithmCharacter Shading Algorithm• Previous work in Non-Photorealistic Rendering• Character lighting equation in Team Fortress 2

Page 28: TF2 - Stylization With a Purpose

( ) ( ) ( ) ( )dyellowdblue kklnkkln βα +⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅−++⎟

⎠⎞

⎜⎝⎛ +⋅

21ˆˆ

211

21ˆˆ

21

Gooch, 1998Gooch, 1998• Hue and luminance shifts indicate surface

orientation relative to light• Blend between warm and cool based upon

unclamped Lambertian term, underlying albedo and some free parameters

• Extreme lights and darks are reserved for edge lines and highlights

Conventional Shading

Gooch Shading

Page 29: TF2 - Stylization With a Purpose

• Typically clamp N·L to zero at the terminator

• Half Lambert scales the -1 to 1 cosine term (red curve) by ½, biases by ½ and squares to pull the light all the way around (blue curve) Lambertian TermLambertian Term Half LambertHalf Lambert

• We have been applying this curve since Half-Life in 1998

• Similar to Exaggerated Shading [Rusinkiewicz06]

Half LambertHalf Lambert

Page 30: TF2 - Stylization With a Purpose

Lake, 2000Lake, 2000• Lake used a 1D texture lookup

based upon the Lambertian term to simulate the limited color palette cartoonists use for painting cels

• Also allows for the inclusion of a view-independent pseudo specular highlight by including a small number of bright texels at the “lit” end of the 1D texture map

N·L

Page 31: TF2 - Stylization With a Purpose

Barla, 2006Barla, 2006• Barla has extended this technique by using a 2D texture lookup to

incorporate view-dependent and level-of-detail effects.• Fresnel-like creates a hard “virtual backlight” which is essentially a

rim-lighting term, though this term is not designed to correspond to any particular lighting environment.

N·L N·L

|N·V|r |N·V|r

Page 32: TF2 - Stylization With a Purpose

Character Lighting EquationCharacter Lighting Equation

( ) ( ) +⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑

View independentView independent

ViewView--dependentdependent

Page 33: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

Page 34: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms

Page 35: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term

Page 36: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term• Scale, bias and exponent

Page 37: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term• Scale, bias and exponent• Warping function

• Albedo( )

21ˆˆ

21

+⋅ ln

Page 38: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term• Scale, bias and exponent• Warping function

Page 39: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term• Scale, bias and exponent• Warping function

• Albedo

Page 40: TF2 - Stylization With a Purpose

( ) ( ) ⎥⎦

⎤⎢⎣

⎡⎟⎟⎠

⎞⎜⎜⎝

⎛⎟⎠⎞

⎜⎝⎛ +⋅+∑ 2

1ˆˆ21ˆ

1=ii

L

id lnwcnak

View Independent TermsView Independent Terms

• Spatially-varying directional ambient

• Modified Lambertian terms• Unclamped Lambertian term• Scale, bias and exponent• Warping function

• Albedo

Page 41: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

Page 42: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light

Page 43: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent

Page 44: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)

Page 45: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term

Page 46: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

Page 47: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture

Page 48: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

Page 49: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

Page 50: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

Page 51: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

Page 52: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v

Page 53: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask

Page 54: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask• fr same rim Fresnel

Page 55: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask• fr same rim Fresnel• n·u term that makes rim highlights tend to

come from above (u is up vector)

Page 56: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask• fr same rim Fresnel• n·u term that makes rim highlights tend to

come from above (u is up vector)

Page 57: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask• fr same rim Fresnel• n·u term that makes rim highlights tend to

come from above (u is up vector)

Page 58: TF2 - Stylization With a Purpose

( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimk

irrspeck

issi

L

i

ˆˆˆˆˆ,ˆˆ1=

⋅+⋅⋅∑ViewView--dependent Termsdependent Terms

• Multiple Phong terms per light• krim broad, constant exponent• kspec exponent (constant or texture)• fs artist tuned Fresnel term• fr rim Fresnel term, (1-(n·v))4

• kr rim mask texture• ks specular mask texture

• Dedicated rim lighting• a(v) Directional ambient evaluated with v• kr same rim mask• fr same rim Fresnel• n·u term that makes rim highlights tend to

come from above (u is up vector)

Page 59: TF2 - Stylization With a Purpose

ENVIRONMENT DESIGNENVIRONMENT DESIGN

• Creating a compelling, immersive world

• Team distinction through material hue/value/saturation.

• Impressionistic painterly look

Page 60: TF2 - Stylization With a Purpose

CONTRASTING TEAM PROPERTIESCONTRASTING TEAM PROPERTIES• Red

• Warm colors• Natural materials• Angular geometry

• Blue• Cool colors• Industrial materials• Orthogonal forms

Page 61: TF2 - Stylization With a Purpose

Red base in 2fort mapRed base in 2fort map

Page 62: TF2 - Stylization With a Purpose
Page 63: TF2 - Stylization With a Purpose

Blue Base in 2 fort mapBlue Base in 2 fort map

Page 64: TF2 - Stylization With a Purpose
Page 65: TF2 - Stylization With a Purpose

ROUGH SHELLROUGH SHELL

Early game screenshotEarly game screenshot

Page 66: TF2 - Stylization With a Purpose

CONCEPTCONCEPT

2D 2D PaintoverPaintover

Page 67: TF2 - Stylization With a Purpose

ART PASSART PASS

Final inFinal in--game screenshotgame screenshot

Page 68: TF2 - Stylization With a Purpose

Impressionistic texturesImpressionistic textures

Shot from Shot from Spirited AwaySpirited Away

Page 69: TF2 - Stylization With a Purpose

Miyazaki Miyazaki ––

Brush Width ForeshortenedBrush Width Foreshortened

Background plates from Spirited Away

Background plates from Background plates from Spirited AwaySpirited Away

• Can easily imagine a 3D camera move between these 2D views of the same space

Page 70: TF2 - Stylization With a Purpose

World texturingWorld texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 71: TF2 - Stylization With a Purpose

World texturingWorld texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 72: TF2 - Stylization With a Purpose

World texturingWorld texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 73: TF2 - Stylization With a Purpose

World texturingWorld texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 74: TF2 - Stylization With a Purpose

Model texturingModel texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 75: TF2 - Stylization With a Purpose

Class Class ==

CharacterCharacter• Defined personalities and

archetypes up front• Consistent voice casting• In-game taunt animations and

context-sensitive emotes• “So much blood…”

• Meet the Team shorts• Character vignette movies

rendered with game engine• Game assets except:

• Up-rezzed hands• More facial morph targets• More facial wrinkle maps

• We find ourselves mixing the terms “Class” and “Character”

Page 76: TF2 - Stylization With a Purpose

EA LAEA LA

How did fans react?How did fans react?

VolitionVolition

NihilisticNihilistic

NC SoftNC Soft

BlizzardBlizzard

BiowareBioware

Page 77: TF2 - Stylization With a Purpose

Where do we go from here?Where do we go from here?• Successful multiplayer games live for a long time• Regular updates via Steam

• Shipped 28 times since the Beta in September• New features, code optimizations and exploit fixes• This is why we built Steam & Steamworks in the first place

• Steam is not just a digital distribution system• Can ship updates extremely quickly and fully engage the community

• Extend experience for dedicated players• Maps• Game modes• Achievements

• Unlockable weapons in Team Fortress 2• Can ship more quickly than new maps and game modes

New Medigun concept

Page 78: TF2 - Stylization With a Purpose

Meet The ScoutMeet The Scout

• Things to look for…• Distinct character classes

• Shape and Shading

• Analogous color palette• Painterly world texturing

Page 79: TF2 - Stylization With a Purpose

ConclusionConclusion

• History• Characters

• Art direction• Shading algorithms

• Environments• Meet the Team• Post-ship• Meet the Scout

Page 80: TF2 - Stylization With a Purpose

ReferencesReferences

• Barla, P., Thollot, J., & Markosian, L. 2006. “X-Toon: An Extended Toon Shader,” NPAR 2006

• Gooch, A. A., Gooch, B., Shirley, P., and Cohen, E. “A Non- Photorealistic Lighting Model for Automatic Technical Illustration,” SIGGRAPH98.

• Lake, A., Marshall, C., Harris, M., and Blackstein, M. 2000. “Stylized Rendering Techniques for Scalable Real-Time 3D Animation,” ACM Press, New York, J.-D. Fekete and D. Salesin, Eds., 13–20.

• Jason Mitchell, Moby Francke and Dhabih Eng, “Illustrative Rendering in Team Fortress 2,” ACM Symposium on Non-Photorealistic Animation and Rendering, 2007

Page 81: TF2 - Stylization With a Purpose

Reading ListReading List

• Art History, Cinematography & Graphic Design• Painting with Light by John Alton• The Science of Art: Optical Themes in Western Art from

Brunelleschi to Seurat by Martin Kemp• Secret knowledge: Rediscovering the Lost Techniques

of the Old Masters by David Hockney• On Reflection by Jonathan Miller• Anything by Edward Tufte or Marcel Minnaert

Page 82: TF2 - Stylization With a Purpose

Questions?Questions?