The article lists it's earliest use as " Fear Effect for the Sony Playstation in 1999" however 'Lupin III Chronicles' on the Sega Saturn had cell shaded characters (although pre-rendered, not shaded in real time) and that was released in August '97*
"The use of cel-shading in video games has slowed somewhat since its inception, but the technique continues to be employed in the modern era..." Oh come on, now, "modern era" ??? . The article says the first 3D game using the technique appeared in the year 2000. So what does "modern era" mean, the last six months? I realize that we live in a fast-paced technological world, but that's just silly. —Preceding unsigned comment added by 72.229.62.47 ( talk) 03:58, 11 February 2009 (UTC)
Unfortunately I don't have time to write this up myself right now, but FWIW neither the inverted normal method nor the Sobel filter is the most common inking technique. I've been in the game industry about 15 years for several major studios, and most engines I've seen use the stencil buffer with an angle comparison to find the edges. One of the really, really old graphics gems books describes the technique in detail--most people still seem to use the methods described in the gems book, even though its a bit outdated. There's an MS paper floating around on it too. —Preceding unsigned comment added by 68.14.228.19 ( talk) 02:10, 5 June 2009 (UTC)
Actually, better link, explains the stencil buffer in depth: http://developer.nvidia.com/object/Stencil_Buffer_Tutorial.html —Preceding unsigned comment added by 68.14.228.19 ( talk) 02:19, 5 June 2009 (UTC)
Doesn't it use the same technique? — Preceding unsigned comment added by 210.54.148.202 ( talk) 08:41, 27 January 2012 (UTC)
Yes and no. It uses a shading method that makes use of cell shading, but it has other shaders and textures built into it via node editor.
On a related note, borderlands is not cell shaded. Though it uses the ink effect on figure outlines/countours, it doesn't actual shade the "cell" portion of the material, which uses a texture as normally for non cell shaded objects. 69.132.69.87 ( talk) 22:47, 16 April 2012 (UTC)
I find it strange that the Wind Waker is not mentioned at all, not even in the list of games.
Mazetron ( talk) 06:16, 9 May 2012 (UTC)Mazetron
The result of the proposal was move per request.-- Fuhghettaboutit ( talk) 00:12, 6 June 2012 (UTC)
Cel-shaded animation → Cel-shading – Unnecessarily specific. This is a technique used in every field of 3D computer graphics, including still rendering and animation. There is no need to limit this page to only cel-shading in animation. ▫ JohnnyMrNinja 23:01, 29 May 2012 (UTC)
Many of the entries on this list (Animaniacs, Sailor Moon) are not CG, and thus do not belong in this article. This article refers specifically to "cel-shading" for computer graphics, not traditional cel-shaded 2D art or animation. 69.163.53.34 ( talk) 23:16, 1 June 2012 (UTC)
Where does the word "cel" come from in the name "cel shading"? Isn't this of interest to the article? — Kri ( talk) 22:13, 21 November 2012 (UTC)
This article incorrectly puts under the "cel shading" page various cartoon rendering techniques. Cel shading really just refers to the shading technique of using a few (usually 2-4) discrete bands of color instead of a smooth gradient to shade an object. Cel shading is commonly used together with some sort of outline rendering algorithm to produce a cartoon effect, but that does not mean that outline rendering is part of cel shading. Just that both are part of "cartoon rendering".
I suggest we rename this article "Cartoon rendering", and move the cel shading details to a new article which is linked from this one. Jtsiomb ( talk) 14:31, 7 July 2013 (UTC)
I'm aware that cel shading is often combined with outlines but seriously: as far as I can tell the cel shading process is technically unrelated to outlines and that's how outlines should be mentioned in the article - as a sidenote that they are often used along with cel shading. Would be great to have some actually reliable sources going back to whoever invented the process and not just game critics who have no idea what they are talking about. If outlines can actually be considered part of cel shading, reliable sources should be provided. -- F4LL0UT ( talk) 21:57, 5 November 2014 (UTC)
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Is it correct to call the lines separating the different parts of an object (interior) contour lines? The linked page on contour lines shows them as isolines, lines that represent some height values on a map and have the purpose of depicting a gradient. Here we are not doing that. The teapot does not have isolines in the middle of its body's curvature. Instead, we want to show the borders around the nozzle of the teapot. Furthermore, the lines we want to show should not just be silhouette lines but also separate out the different parts (like the nozzle, the lid, etc) inside the silhouette. Would it make more sense to call these lines just outlines or border lines, as they depict borders between the different parts of the object? Jee7 ( talk) 17:45, 23 November 2022 (UTC)
Everything on the quest is cel shaded 79.136.84.83 ( talk) 18:00, 23 May 2024 (UTC)
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The article lists it's earliest use as " Fear Effect for the Sony Playstation in 1999" however 'Lupin III Chronicles' on the Sega Saturn had cell shaded characters (although pre-rendered, not shaded in real time) and that was released in August '97*
"The use of cel-shading in video games has slowed somewhat since its inception, but the technique continues to be employed in the modern era..." Oh come on, now, "modern era" ??? . The article says the first 3D game using the technique appeared in the year 2000. So what does "modern era" mean, the last six months? I realize that we live in a fast-paced technological world, but that's just silly. —Preceding unsigned comment added by 72.229.62.47 ( talk) 03:58, 11 February 2009 (UTC)
Unfortunately I don't have time to write this up myself right now, but FWIW neither the inverted normal method nor the Sobel filter is the most common inking technique. I've been in the game industry about 15 years for several major studios, and most engines I've seen use the stencil buffer with an angle comparison to find the edges. One of the really, really old graphics gems books describes the technique in detail--most people still seem to use the methods described in the gems book, even though its a bit outdated. There's an MS paper floating around on it too. —Preceding unsigned comment added by 68.14.228.19 ( talk) 02:10, 5 June 2009 (UTC)
Actually, better link, explains the stencil buffer in depth: http://developer.nvidia.com/object/Stencil_Buffer_Tutorial.html —Preceding unsigned comment added by 68.14.228.19 ( talk) 02:19, 5 June 2009 (UTC)
Doesn't it use the same technique? — Preceding unsigned comment added by 210.54.148.202 ( talk) 08:41, 27 January 2012 (UTC)
Yes and no. It uses a shading method that makes use of cell shading, but it has other shaders and textures built into it via node editor.
On a related note, borderlands is not cell shaded. Though it uses the ink effect on figure outlines/countours, it doesn't actual shade the "cell" portion of the material, which uses a texture as normally for non cell shaded objects. 69.132.69.87 ( talk) 22:47, 16 April 2012 (UTC)
I find it strange that the Wind Waker is not mentioned at all, not even in the list of games.
Mazetron ( talk) 06:16, 9 May 2012 (UTC)Mazetron
The result of the proposal was move per request.-- Fuhghettaboutit ( talk) 00:12, 6 June 2012 (UTC)
Cel-shaded animation → Cel-shading – Unnecessarily specific. This is a technique used in every field of 3D computer graphics, including still rendering and animation. There is no need to limit this page to only cel-shading in animation. ▫ JohnnyMrNinja 23:01, 29 May 2012 (UTC)
Many of the entries on this list (Animaniacs, Sailor Moon) are not CG, and thus do not belong in this article. This article refers specifically to "cel-shading" for computer graphics, not traditional cel-shaded 2D art or animation. 69.163.53.34 ( talk) 23:16, 1 June 2012 (UTC)
Where does the word "cel" come from in the name "cel shading"? Isn't this of interest to the article? — Kri ( talk) 22:13, 21 November 2012 (UTC)
This article incorrectly puts under the "cel shading" page various cartoon rendering techniques. Cel shading really just refers to the shading technique of using a few (usually 2-4) discrete bands of color instead of a smooth gradient to shade an object. Cel shading is commonly used together with some sort of outline rendering algorithm to produce a cartoon effect, but that does not mean that outline rendering is part of cel shading. Just that both are part of "cartoon rendering".
I suggest we rename this article "Cartoon rendering", and move the cel shading details to a new article which is linked from this one. Jtsiomb ( talk) 14:31, 7 July 2013 (UTC)
I'm aware that cel shading is often combined with outlines but seriously: as far as I can tell the cel shading process is technically unrelated to outlines and that's how outlines should be mentioned in the article - as a sidenote that they are often used along with cel shading. Would be great to have some actually reliable sources going back to whoever invented the process and not just game critics who have no idea what they are talking about. If outlines can actually be considered part of cel shading, reliable sources should be provided. -- F4LL0UT ( talk) 21:57, 5 November 2014 (UTC)
Hello fellow Wikipedians,
I have just modified one external link on Cel shading. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs.
This message was posted before February 2018.
After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than
regular verification using the archive tool instructions below. Editors
have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the
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(last update: 5 June 2024).
Cheers.— InternetArchiveBot ( Report bug) 19:12, 11 January 2018 (UTC)
Is it correct to call the lines separating the different parts of an object (interior) contour lines? The linked page on contour lines shows them as isolines, lines that represent some height values on a map and have the purpose of depicting a gradient. Here we are not doing that. The teapot does not have isolines in the middle of its body's curvature. Instead, we want to show the borders around the nozzle of the teapot. Furthermore, the lines we want to show should not just be silhouette lines but also separate out the different parts (like the nozzle, the lid, etc) inside the silhouette. Would it make more sense to call these lines just outlines or border lines, as they depict borders between the different parts of the object? Jee7 ( talk) 17:45, 23 November 2022 (UTC)
Everything on the quest is cel shaded 79.136.84.83 ( talk) 18:00, 23 May 2024 (UTC)