Diepstraten, JoachimErtl, ThomasDadam, PeterReichert, Manfred2019-10-112019-10-1120043-88579-379-2https://dl.gi.de/handle/20.500.12116/28835We present an extension to common realtime toon/cel-shading rendering techniques for treating reflective and transparent surfaces in a 3D toon-shading environment. Our approach takes advantage of multi texturing hardware and simple fragment and vertex shader programs. This allows a broad usage on todays gaming platforms.enInteractive rendering of reflective and transmissive surfaces in 3D toon shadingText/Conference Paper1617-5468