: Some example effects achieved by our extended toon shader: continuous levels of abstraction (a); abstraction of near-silhouette regions: smoothing (b), and opacity (c); backlighting (d); and highlighting: plastic (e), and metal (f). Traditional toon shading uses a 1D texture that describes how tone varies with surface orientation relative to a given light source. In this paper we describe two extensions to the basic algorithm that support view-dependent effects. First, we replace the 1D texture with a 2D texture whose second dimension corresponds to the desired “tone detail,” which can vary with depth or surface orientation. This supports effects such as levels-of-abstraction, aerial perspective, depth-of-field, backlighting, and specular highlights. Second, we further extend the toon shader to use a modified normal field that can range from the original normals to a simpler set ls taken from an “abstracted shape.” A global shape detail parameter determines the degree of ...