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dc.contributor.authorJansson, Erik Sven Vasconcelosen_US
dc.contributor.authorChajdas, Matthäus G.en_US
dc.contributor.authorLacroix, Jasonen_US
dc.contributor.authorRagnemalm, Ingemaren_US
dc.contributor.editorBoubekeur, Tamy and Sen, Pradeepen_US
dc.date.accessioned2019-07-14T19:22:22Z
dc.date.available2019-07-14T19:22:22Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-095-6
dc.identifier.issn1727-3463
dc.identifier.urihttps://doi.org/10.2312/sr.20191215
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sr20191215
dc.description.abstractRendering hair is a challenging problem for real-time applications. Besides complex shading, the sheer amount of it poses a lot of problems, as a human scalp can have over 100,000 strands of hair, with animal fur often surpassing a million. For rendering, both strand-based and volume-based techniques have been used, but usually in isolation. In this work, we present a complete hair rendering solution based on a hybrid approach. The solution requires no pre-processing, making it a drop-in replacement, that combines the best of strand-based and volume-based rendering. Our approach uses this volume not only as a level-of-detail representation that is raymarched directly, but also to simulate global effects, like shadows and ambient occlusion in real-time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing Methodologies
dc.subjectRasterization
dc.subjectVisibility
dc.subjectVolumetric Models
dc.subjectAntialiasing
dc.subjectReflectance Modeling
dc.subjectTexturing
dc.titleReal-Time Hybrid Hair Renderingen_US
dc.description.seriesinformationEurographics Symposium on Rendering - DL-only and Industry Track
dc.description.sectionheadersHigh Performance Rendering
dc.identifier.doi10.2312/sr.20191215
dc.identifier.pages1-8


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