Non-Photorealistic Rendering

Using both XNA and Unreal Engine 3 I researched various methods for achieving non-photorealistic rendering for a project I had in the pipeline.

I had a game design project in the pipeline for which I wanted to use a number of non-photorealistic rendering techniques to help present a specific graphical aesthetic. I wasn’t sure on what software I wanted to develop the project in, between XNA and the Unreal Development Kit and so I began research into trying to achieve the effects in both systems.

I created an outline shader, for giving everything a crisp black edge, a crosshatch shader for shadows and highlights and gave the overall renderer a canvas background effect. I then decided upon using UDK as the development software, so then I developed a third-person camera system for the engine.