f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-okami-ink-wash-aesthetics | Okami Ink Wash Aesthetics | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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Okami Ink Wash Aesthetics
매 한 줄
"매 Okami Ink Wash는 매 Japanese sumi-e (墨絵) 의 매 real-time game rendering 의 매 translation". 매 Clover Studio 2006 의 매 hand-painted brush stroke + 매 watercolor bleed + 매 calligraphic outline 의 매 NPR pipeline — 매 modern stylized rendering 의 매 foundational reference.
매 핵심
매 Visual Components
- Outline (calligraphic): 매 view-space normal/depth edge detection + 매 brush-tip texture 의 매 sweep along edge.
- Cel-shaded fill: 매 매 2-3 tone toon shader, 매 hard band transition.
- Paper texture: 매 background canvas (washi paper) 의 매 multiplicative overlay.
- Ink bleed: 매 매 alpha-mask 의 매 noise-perturbed edge — 매 ink-on-paper 의 매 organic boundary.
- Color desaturation: 매 매 muted ochre/red/black palette — 매 sumi-e 의 매 traditional ink color.
매 Rendering Pipeline
- Geometry pass (forward).
- Outline pass (post-process: depth + normal Sobel → brush-stroke compositor).
- Toon shading (vertex normal · light direction → step function).
- Paper overlay (full-screen quad multiply).
- Ink-bleed mask (procedural noise on alpha).
매 응용
- Okami / Okamiden (Clover, Capcom).
- Sumire / Genji (homage).
- Modern: Sable, Kena: Bridge of Spirits (related NPR styles).
💻 패턴
Sobel-based outline detection (post-process)
// HLSL — sample depth in 3x3 kernel, apply Sobel
float SampleDepth(float2 uv) { return _DepthTex.SampleLevel(s, uv, 0).r; }
float4 OutlinePass(float2 uv : TEXCOORD0) : SV_Target {
float2 px = _ScreenSize.zw;
float gx =
-SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(-px.x, 0)) - SampleDepth(uv + float2(-px.x, px.y))
+SampleDepth(uv + float2( px.x,-px.y)) + 2*SampleDepth(uv + float2( px.x, 0)) + SampleDepth(uv + float2( px.x, px.y));
float gy =
-SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(0,-px.y)) - SampleDepth(uv + float2( px.x,-px.y))
+SampleDepth(uv + float2(-px.x, px.y)) + 2*SampleDepth(uv + float2(0, px.y)) + SampleDepth(uv + float2( px.x, px.y));
float edge = saturate(sqrt(gx*gx + gy*gy) * 50);
float brush = _BrushTex.Sample(s, uv * 4 + Hash(uv) * 0.05).r;
return float4(0,0,0, edge * brush);
}
Toon (cel) shading with hard bands
// GLSL — 3-tone toon
float toonRamp(float NdotL) {
if (NdotL > 0.6) return 1.0;
if (NdotL > 0.2) return 0.6;
return 0.3;
}
void main() {
vec3 N = normalize(vNormal);
float NdotL = max(dot(N, uLightDir), 0.0);
float band = toonRamp(NdotL);
fragColor = vec4(uBaseColor * band, 1.0);
}
Paper texture overlay
// Full-screen post-process — multiplicative paper grain
float4 PaperOverlay(float2 uv : TEXCOORD0) : SV_Target {
float4 scene = _SceneTex.Sample(s, uv);
float paper = _PaperTex.Sample(s, uv * _PaperScale).r;
// Slightly desaturate scene for ink-wash feel
float gray = dot(scene.rgb, float3(0.299, 0.587, 0.114));
scene.rgb = lerp(float3(gray,gray,gray), scene.rgb, 0.85);
return float4(scene.rgb * (0.7 + paper * 0.3), 1.0);
}
Ink-bleed alpha noise
// Animate bleed boundary using simplex noise
float inkBleed(vec2 uv, float t) {
float n = simplex(uv * 12.0 + vec2(t * 0.1));
return smoothstep(0.45, 0.55, n);
}
void main() {
vec4 base = texture(uInk, vUV);
float bleed = inkBleed(vUV, uTime);
fragColor = vec4(base.rgb, base.a * bleed);
}
Brush-stroke trail (Celestial Brush mechanic)
// Player draws a stroke; sample points become ribbon mesh
class BrushStroke {
points: { pos: Vec2; pressure: number; t: number }[] = [];
add(p: Vec2, pressure: number) {
this.points.push({ pos: p, pressure, t: performance.now() });
}
toRibbonMesh(): Mesh {
return generateRibbon(this.points, p => p.pressure * 8.0);
// Width tapers based on pressure; texture is brush-tip
}
}
Color palette (muted ochre/red/black)
// LUT-based color grading toward sumi-e palette
float3 ApplyOkamiLUT(float3 color) {
// Lookup table mapping linear color -> sumi-e palette
return _OkamiLUT.Sample(s, color).rgb;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Stylized NPR action game | 매 Okami pipeline (outline + cel + paper) 의 매 baseline |
| Performance-constrained mobile | 매 vertex-based outline (vs post-process) |
| Player-authored brush mechanic | 매 ribbon-mesh + 매 spline tessellation |
| Color grading | 매 muted palette LUT, 매 desaturate 80-90% |
기본값: 매 view-space outline + 매 3-band toon + 매 paper overlay + 매 sumi-e LUT — 매 Okami canonical NPR stack.
🔗 Graph
- 부모: Procedural-Level-Geometry · Metaverse Aesthetics
- 변형: Algorithmic Rhetoric · Procedural-Rhetoric
- 응용: Beat Saber · Edge Bleeding
- Adjacent: Real-Time Translation · InstancedMesh 동적 버퍼 확장 · Depth Pre-Pass
🤖 LLM 활용
언제: 매 NPR shader design, 매 sumi-e/ink-wash style 의 매 implementation, 매 outline-detection algorithms. 언제 X: 매 photo-realistic rendering (매 stylization 의 매 mismatch).
🪲 안티패턴
- Pure post-process outline: 매 매 thin geometry 의 매 outline miss — 매 vertex-based hybrid 권장.
- Constant brush thickness: 매 매 calligraphic feel 의 매 lose — 매 pressure/curvature 의 매 width modulate.
- Over-saturated palette: 매 sumi-e 의 매 muted feel 의 매 contradict.
🧪 검증 / 중복
- Verified (Clover Studio Okami GDC 2007 talk, Capcom dev blogs, modern NPR research papers e.g. "Stylized Rendering" SIGGRAPH 2018).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Okami NPR ink-wash pipeline + shader patterns |