Given some geometry plus its surface ("material") description and light specifications, how to compute shading on the surface? This is a KEY step in achieving photorealistic or alternative looks.
Slides - Part I
Slides - Part II
Here are links related to toon-shading, FYI (you could think of adding toon-shading support to your renderer):
- http://en.wikipedia.org/wiki/Cel-shaded_animation
- http://www.celshader.com - great archives!
- http://www.red3d.com/cwr/npr/ - GREAT refs, much more than toonshading
- http://www.3dluvr.com/rogueldr/tutorials/toon_ink/toon_ink.html
- http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438
And the foll. have to do with uv-mapping, ie. assigning texture coordinates to meshes:
- http://www.uvlayout.com/
- http://uvmapper.com
- http://www.pullin-shapes.co.uk/page8.htm
- http://www.morphography.uk.vu/uvmapping.html
- http://ptex.us/ - avoid uvs altogether!