DocumentCode
2571605
Title
Automatic Sprite Shading
Author
Bandeira, Djalma ; Walter, Marcelo
Author_Institution
Centro de Inf., UFPE, Recife, Brazil
fYear
2009
fDate
8-10 Oct. 2009
Firstpage
27
Lastpage
31
Abstract
Sprites have been present since the first arcade games and console generations. Despite the advances in computer graphics and the whole representation of virtual worlds on 3D environments, 2D-based games still have their market, specially on portable consoles and mobile devices. The visual quality of today´s games have increased as a result of hardware improvements in processing power, memory, and a richer color gamut. However, most of the editing task is still manual, using graphics editing tools. We present a method to automatically generate shading distribution on sprites, one important step during the editing process that is time demanding for most manual works on art design today. Our method allows to control the position of a local light source and to generate an approximation of the shading distribution effect. Although our solution is not physically accurate, according to the shape of the represented object, it can produce well usable results for 2D game systems in many practical cases, when compared with handmade sprite shading.
Keywords
computer games; mobile computing; virtual reality; 2D-based games; 3D environments; arcade games; automatic sprite shading; color gamut; computer graphics; console generations; graphics editing tools; mobile devices; portable consoles; virtual worlds; visual quality; Art; Automatic generation control; Color; Computer graphics; Hardware; Light sources; Lighting control; Mobile computing; Shape; Sprites (computer); Real-time processing; art design; computer animation; programming techniques;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Digital Entertainment (SBGAMES), 2009 VIII Brazilian Symposium on
Conference_Location
Rio de Janeiro
Print_ISBN
978-1-4244-6010-6
Type
conf
DOI
10.1109/SBGAMES.2009.12
Filename
5479112
Link To Document