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dc.contributor.authorKühnert, Tomen_US
dc.contributor.authorBrunnett, Guidoen_US
dc.contributor.editorC. Bregler, P. Sander, and M. Wimmeren_US
dc.date.accessioned2015-02-28T08:13:16Z
dc.date.available2015-02-28T08:13:16Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03193.xen_US
dc.description.abstractThis 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleFur Shading and Modification based on Cone Step Mappingen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 31-Issue 7
    Pacific Graphics 2012 - Special Issue

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