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Cel shading

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(Redirected fromCel-shaded animation)
Computer graphics rendering technique used to mimic the look of 2D animation
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A representation of a spacesuit fromThe Adventures of Tintin comicExplorers on the Moon with a basic cel shader (also known as atoon shader) and border detection
graphics complex of a seashell with toon shading modeled in Mathematica 13.1
Graphics complex of a seashell with toon shading modeled in Mathematica 13.1

Cel shading ortoon shading is a type ofnon-photorealistic rendering designed to make 3Dcomputer graphics appear to be flat by using less shading color instead of ashade gradient ortints and shades. A celshader is often used to mimic the style of acomic book orcartoon and/or give the render a characteristic paper-like texture.[1] There are similar techniques that can make an image look like asketch, anoil painting or anink painting. The name comes fromcels (short forcelluloid), clear sheets ofacetate which are painted on for use intraditional 2D animation.[2]

Basic process

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Cel-shaded rendering of twoisosurfaces of theprobability density of aparticle in a box

The cel-shading process starts with a typical3D model. Where cel-shading differs from conventional rendering is in its non-photorealisticshading algorithm. Conventional smooth lighting values are calculated for each pixel and thenquantized to a small number of discrete shades to create the characteristic "flat look", where the shadows and highlights appear as blocks of color rather than being smoothly mixed in a gradient.

Outlines

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Wireframe method

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Black inkoutlines andcontour lines can be created using a variety of methods. One popular method is to first render a black outline, slightly larger than the object itself.Back-face culling is inverted and the back-facing triangles are drawn in black. To dilate thesilhouette, these back-faces may be drawn inwireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along theirvertex normals in avertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object. Finally, the image iscomposited viaZ-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline and interior contour lines. The term "cel-shading" is popularly used to refer to the application of this "ink" outlining process in animation and games, although originally the term referred to the flat shading technique regardless of whether the outline was applied.[3]

TheUtah teapot rendered using cel shading:

The Utah Teapot rendered using cel-shading.

  1. The back faces are drawn with thick lines
  2. The object faces are drawn using a single color
  3. Shading is applied

Steps 2 and 3 can be combined usingmultitexturing (part of texture mapping).

Edge-detection method

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2Dimage processing outlining technique
First, the scene is rendered with cel shading to a screen-sized color texture.
Then,depth information of the scene is rendered to a screen-sized texture.
World-spacesurface normals are rendered as a screen-sized texture.
Finally, aSobel filter or similaredge-detection filter is applied to the normal and depth textures to generate an edge texture.Texels on detected edges are black, while all other texels are white.
Finally, the edge texture and the color texture arecomposited to produce the finalrendered image.

In video games

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For a more comprehensive list, seeList of cel-shaded video games.

TheSega Dreamcast titleJet Set Radio, which was revealed at the 1999Tokyo Game Show, drew media attention for its cel-shaded style.[4][5] It used cel-shading for its characters and its vibrant visual style has had a lasting influence on the use of cel-shading in video games. Since the early 2000s, many notable video games have made use of this style, such asCel Damage (2001),The Legend of Zelda: The Wind Waker (2002) andŌkami (2006).

Cel shading, in contrast to other visual styles such as photorealism, is often used to lend a more artistic or fantastical element to a video game's environment. In developingŌkami, directorHideki Kamiya described his vision for the game's graphics: "I wanted to create a game with the natural beauty of the Japanese countryside... to make a world that was glistening and beautiful."[6] Producer Atsushi Inaba recalls in a 2004 interview that Clover Studios had "abandoned the realistic style" forŌkami as they became inspired by traditional Japanese art.[6]

Game studios might choose a style such as cel shading in their development for reasons beyond artistic vision. Cel shaded graphics are usually simple in visual information, which can be useful in some applications. In the case ofThe Legend of Zelda: The Wind Waker, developer Satoru Takizawa states that using this style allowed to "represent the mechanisms and objects for puzzles [inThe Wind Waker] in a more easy-to-understand way."[7] Takizawa also argues that photorealistic graphics, in contrast, would have "had the adverse effect of making information difficult to represent game-wise."[7]

Lists of cel-shaded media

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This articleneeds additional citations forverification. Please helpimprove this article byadding citations to reliable sources. Unsourced material may be challenged and removed.
Find sources: "Cel shading" – news ·newspapers ·books ·scholar ·JSTOR
(July 2021) (Learn how and when to remove this message)

Film

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Television

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Video games

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Main article:List of cel-shaded video games

See also

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References

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  1. ^"Stylized Rendering Post Processing".docs.unrealengine.com. Retrieved2019-09-13.
  2. ^Hachigian, Jennifer."Celshader.com FAQ". Archived fromthe original on February 23, 2022. RetrievedAugust 2, 2005.
  3. ^Luque, Raul (December 2012).The Cel Shading Technique(PDF). RetrievedDecember 2, 2014.
  4. ^"IGNDC Interviews The Creators of Jet Grind Radio".IGN. 26 May 2000. Retrieved12 August 2021.
  5. ^"TGS: Sega Shows Jet Grind Radio".GameSpot. September 19, 1999.Archived from the original on July 18, 2014. RetrievedAugust 12, 2009.
  6. ^ab"Okami – 2004 Developer Interviews".shmuplations.com. Retrieved2021-06-01.
  7. ^ab"Iwata Asks: The Legend of Zelda: The Wind Waker HD".iwataasks.nintendo.com. Retrieved2021-06-01.
  8. ^"A Critical Human on Twitter".
  9. ^ab"PGS ENTERTAINMENT SECURES WORLDWIDE MEDIA RIGHTS FOR NEW ALVINNN!!! AND THE CHIPMUNKS TV SERIES FROM BAGDASARIAN PRODUCTIONS AND GENAO PRODUCTIONS".Virtual Press Office (VPO). Archived fromthe original on October 19, 2013. RetrievedJanuary 21, 2023.
  10. ^Fisher, Daniela (2015-02-23)."Technicolor acquires OuiDO! Productions".kidscreen. Retrieved2025-02-11.
  11. ^ab"ALVINNN!!! AND THE CHIPMUNKS".Technicolor Animation Productions. 2018. Archived fromthe original on 2018-12-19. Retrieved2025-02-11.
  12. ^Roulet, Jerome (22 March 2015)."Alvinnn !!! et les Chipmunks : le nouveau réveil-matin de M6".Toutelatele.
  13. ^Keslassy, Elsa (August 3, 2015)."Nickelodeon Picks Up U.S. Rights to 'Alvinnn!!! and the Chipmunks'".Variety.
  14. ^Tadeo, Jericho (August 10, 2021)."Why Some People Are Bothered By Marvel's What If Animation Style".Screen Rant. Archived fromthe original on August 11, 2021. RetrievedAugust 29, 2021.

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