TressFX: Advanced Real-Time Hair Rendering

Timothy J. Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, Jason Lacroix · 2014

Hair is one of the key materials in the realm of realistic real-time character rendering that has proven to be a difficult endeavour. The conventional approach would be to author hair using “fins and shells” or a standard mesh, then use a combination of textures, noise maps, and anisotropic lighting to produce the effect of a full head of hair [Scheuermann 04]. In this chapter, we cover a real-time hair rendering technique that renders hair as individual strands and how that technique was modified and optimized to integrate into a game and run at peak performance. (See Figure 5.1.) Hair-specific topics that will be covered include geometry expansion, antialiasing, lighting, shadows, and the usage of per-pixel linked lists for order independent transparency. Lastly, we cover further ideas that may be worthwhile to expand the use of the hair technique or advance it further.

Read the paper · More papers on PaperTik