Non-PhotoRealistic Quake (2002)
research.cs.wisc.edu
research.cs.wisc.edu
Here are a few random examples I've collected while experimenting:
Playstation upscaling: https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif
OpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: https://svkt.org/~simias/mednafen/disco.webm
Metal Gear Solid without textures: https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png
Crash Bandicoot in Wireframe: https://svkt.org/~simias/rustation/crash-wf.png
Metroid II "widescreen" hack: https://svkt.org/~simias/metroid-ws.webm
Super Mario Land with fixed background (and terrible audio): https://svkt.org/~simias/mario-warp.ogv
The possibilities are endless and it sometimes lets you discover some clever tricks the devs used to work around the limitations of the time, such as Spyro's skybox being made entirely out of non-textured polygons: https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png
A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
That lead to the interesting bit that SCI0 games from Sierra in the EGA era had artwork drawn at higher color palettes than EGA supported at the time (or more specifically, the artwork individually follows EGA restrictions of 16 color palettes, but a larger mix of different colors palettes for different artwork mixed in the same scenes/games than EGA can quickly cycle through and than other EGA games would have done in the same time frame), and included that detail in the games with the SCI0 engine dithering the results at runtime, rather than standardizing palettes at dev time. Sierra at the time was quite proud of their dithering tech because it gave the artists greater freedom and looked good enough at the time. Arguably, too they knew the technology would get less restrictive eventually and they could support that when that happened, though that was before the era of easy game patches so who knows if they ever thought to act on that for "easy" VGA upgrades.
The interesting part of that to me is that ScummVM reimplemented the dithering, then eventually turned it off by default. If you play a SCI0 game in ScummVM today you get the wider color mix of the original artwork. You can turn the dithering back on if you wish, but the artwork really does look better with modern color support rather than emulated dithering.
IIRC "Out of this World" (aka "Another World") was relatively pure wrt vector art. This is probably why it was straightforward to port to a modern re-release. I don't know that they targeted a higher resolution, though.
I find it interesting how, for these games, upscaling helps only part of the graphics. I understand why, of course, but I was surprised how well the polygonal models have aged.
It was Homeworld 2, apparently:
https://www.youtube.com/watch?v=PMpx3pupMKg
My reaction was, that is really cute, seriously. Let me feel happy to see this:)
https://docs.unrealengine.com/en-us/Resources/Showcases/Styl...
Non-photorealistic rendering is actually a whole (fascinating) academic field in itself.
Since you have conflicting goals (temporal coherence, spatial coherence, "flatness", relatively constant stroke/feature size, ...) it's full of interesting tradeoffs and techniques.
Even simple things like beautiful real-time stylized outlining can be really hard if you are picky about the result.
https://www.youtube.com/watch?v=tY1RpK1vbTo https://www.youtube.com/watch?v=5z5-97rfHEg https://www.youtube.com/watch?v=tHp3fmDypg0
One early example in the first video is the shell casing, which is replaced with a model that has some motion blur-like extensions.
https://www.dropbox.com/s/3ltkinwnmmzurjw/GuilltyGearXrd_sha...
"View-dependent geometry" [Paul Rademacher, 1999]
https://www.cs.princeton.edu/courses/archive/fall00/cs597b/p...
Did you watch the whole clip? Watch it again; the perspective changes as the camera rotates.
https://en.wikipedia.org/wiki/Photogrammetry
http://www.theastronauts.com/2014/03/visual-revolution-vanis...
Years ago I used to love ttyquake. Even played a couple of (fun) deathmatches in it. With the xterm font-size turned way down and res way up of course...
I like it too, but NPRQuake was a spring 2000 class project and was widely available in 2001. I remember making a version which intercepted calls with GL_TRIANGLE to instead call glutSolidTeapot. The framerate was… degraded.
I used to play the Jedi Knight games with a pencil-drawn shader, was feeling nostalgic
http://i68.tinypic.com/m93pj7.png
Had to dig it out from my project graveyard, but still seems to work :)
And then you click in to the homepage yet have to dig around to find one.
There isn't any navlink titled "Screenshots" nor "Gallery", so you click through them all until you find "Sketchy NPR" which has a screenshot, most people probably bailing before then.
This type of project would best serve visitors and itself if it had screenshots on the homepage.
While no-one would argue that Quake was truly photorealistic, it was as realistic as the hardware of the day would allow at a videogame framerate (30+fps).