Imitating the Canvas Engine (13): Conclusion

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Imitating the Canvas Engine (12): Applying the Shadow Fill Effect - Memories of Melon Pan

Geez, so that was a lot of stuff I wrote about shader programming. What all did we go over?

  • Depth blur, using a Gaussian blur
  • Nonphotorealistic rendering, with a canvas and frame texture
  • Edge detection and edge rendering
  • Shadow mapping
  • Directional blur and Gaussian blur
  • Blending shadows into the scene

The actual Canvas engine used in Valkyria Chronicles is probably a lot more involved, but at the very least we have ourselves a nice little version of it.

The algorithms used here are at a pretty basic level, and each can be replaced with an improved version. If you wanted to, you could use Sobel edge detection instead of the simple diagonal gradient. Also, basic shadow mapping runs into bunches of problems, and there's a slew of things you can do to get around them.

There might be one or two more programming projects I want to do, having seen other things around and found them interesting. If I ever finish them, and feel like spending a few weeks writing what I did, I'll be sure to post them here!

... And just because I feel like it, Haku, Neru, and Hachune one more time.