Tencent · 2026.05 - Present
Light & Night
Stylized Character Pass / Face SDF / Morph & Perspective Compensation
Art-directed 3D character rendering: translating illustration proportions, lighting and material relationships into a controllable runtime, from stylized shading and Face SDF to view-driven morph and perspective correction.

Problem & goal
Preserve facial shading, material separation and silhouette across camera angles. Isolated lighting fixes can drift away from the original art direction.
Design & implementation
- Unify Body, Face, Hair, Cloth and Eye shading around a consistent character pass.
- Connect Face SDF and atlas data with camera-relative lighting and debug controls.
- Use yaw/pitch-driven morphs and perspective correction to maintain the intended proportions.
Material, lighting, SDF, morph and perspective can be inspected together in one runtime context.
01 / Deferred Character Rendering / Face SDF / Camera Light
Stylized Character Pass
A deferred character pass brings art-directed material and lighting decisions into a shared rendering workflow.
- Organize Body, Face, Hair, Cloth and Eye shading around the same visual target.
- Use Face SDF and atlas inputs to control facial light and shadow boundaries.
- Expose camera-relative lighting and debug controls for repeatable look development.
02 / View-driven Morph / Camera-relative Correction
Morph & Perspective Compensation
View-driven corrections maintain the illustrated facial shape as the camera moves.
- Drive morph weights from relative camera yaw and pitch.
- Combine shape adjustment with camera-relative perspective correction.
- Compare enabled and disabled states under matched viewing conditions.







