・Progress of My Understandings
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HTML50%
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CSS30%
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JavaScript0%
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My Recent Work on HLSL Shader(Unity)
Cross-hatching simulation had long been discussed in the
history of Computer Graphics. Many researchers had
suggested the better-look shading of hatching for a long
period. In 2001, the new paper came out with its name
called ‘Real-Time Hatching’ authored by Emil Praun, Hugues Hoppe, Matthew Webb, and
Adam Finkelstein. They introduced how to render
cross-hatching in real-time. The key point of their
algorithm is using TAM which is short for Tonal Art Map.
Prepare 6 textures of different kinds of pencil-strokes,
and bind them into two textures. Since we can store data
to RGB each, it shortens computations.
The picture shown on the left tells the result of their
algorithm. I tested their method to see how accurate the
hatching will be. The result is within satisfactory,
however, there need to be more fixes to make it more
realistic. Thus, that is my next work for this project.
As you can know from this topic, I am also some kind of
shader artist and curious about rendering through a
shader. Please feel free to see my repositories if you are
interested.