We extend the standard solution to comic rendering with a comic-style specular component. In order to minimise the computational overhead associated with this extension, we introduce two optimising approximations: the perspective correction angle and the vertex face-orientation measure. Even though both of these optimisations are generally applicable, they are especially well-suited for applications where a physically correct lighting simulation is not required. With the optimisations in place, we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.
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