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I suspect the method actually used doesn't actually rely on parallel projection and it only seems so through the approximation of the article writer and subsequent translation. The problem with bringing a parallel projection into this is you'll attenuate perspective, which is not what you may want. At any rate the method I describe here achieves the same ...


The most common way I've seen this done is via a second render pass on your model. Essentially, duplicate it and flip the normals, and shove that into a vertex shader. In the shader, scale each vertex along its normal. In the pixel/fragment shader, draw black. That'll give you both external and internal outlines, like around lips, eyes, etc. This is actually ...

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