My topic i chose to research was Cel Shading In Animation, Two questions i wanted to ask regarding this research was If Cel shading could be used to save time as opposed to traditional shaders when rendering and if so, how much time would this save when doing rendering. When doing some traditional realistic 3D Renders, things need to be as photorealistic as possible and this can up render times to the point at which rendering simply 90 frames can take days or even weeks depending on how complex a scene is. I wanted to research whether or not using stylized shading could circumvent some of this problem, and if so to how much of a degree.
After looking into some of the research regarding my hypothesis, it seems that while photorealistic rendering is heavier on machines overall, there are some things to keep in mind when researching this topic, for example the software that is used in edge detection to create these outlined and cel shaded models needs to usually be tweaked to fit the correct style. However a lot of the techniques described like Bump mapping in the Towards real time photorealistic rendering: challenges and solutions paper, are not present in Cel shaded animation and thus cut down heavily on render time. The time that is saved by not rendering in Photo Realistic Renderings may be allocated to getting the correct look when doing NPR Renderings.
Keywords used: “Shaders in rendering”, “Photorealistic rendering times”
Sources:
Cel shading with OSL in Renderman 21 for Maya: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProject/MSc17/02/FGalluzzi_Master_Thesis.pdf
Edge-Enhancement – An Algorithm for Real-Time Non-Photorealistic Rendering: http://wscg.zcu.cz/WSCG2003/Papers_2003/D73.pdf
Towards Real-Time Photorealistic Rendering: Challenges and Solutions: https://dl.acm.org/doi/pdf/10.1145/258694.258701