Fur Shading and Modification based on Cone Step Mapping
Abstract
This paper presents an algorithm for the real time rendering of fur without adding fur-specific geometry, such as shells, to the object. It is based on Cone Step Mapping and introduces a local distortion of the view vector to simulate a deformation of the heightfield-bound hair geometry. While this distortion enables a more realistic fur rendering, some limitations emerge and have to be dealt with. A local light reflectance model including approximations of global light interactions with hair and skin is proposed. We furthermore show how material and geometric properties can locally be influenced through standard texture mapping. This includes most notably the local modification of growth and streak direction of the hairs.
BibTeX
@article {10.1111:j.1467-8659.2012.03193.x,
journal = {Computer Graphics Forum},
title = {{Fur Shading and Modification based on Cone Step Mapping}},
author = {Kühnert, Tom and Brunnett, Guido},
year = {2012},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2012.03193.x}
}
journal = {Computer Graphics Forum},
title = {{Fur Shading and Modification based on Cone Step Mapping}},
author = {Kühnert, Tom and Brunnett, Guido},
year = {2012},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2012.03193.x}
}