Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Scattering-Based Interactive Hair Rendering
CAD-CG '05 Proceedings of the Ninth International Conference on Computer Aided Design and Computer Graphics
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Practical Global Illumination for Hair Rendering
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
A self-shadow algorithm for dynamic hair using density clustering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A novel method for fast and high-quality rendering of hair
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Detail preserving continuum simulation of straight hair
ACM SIGGRAPH 2009 papers
Capturing hair assemblies fiber by fiber
ACM SIGGRAPH Asia 2009 papers
A practical approach for photometric acquisition of hair color
ACM SIGGRAPH Asia 2009 papers
Beyond programmable shading (parts I and II)
ACM SIGGRAPH 2009 Courses
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
An artist friendly hair shading system
ACM SIGGRAPH 2010 papers
Technical Section: Rendering fur directly into images
Computers and Graphics
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ISHair: Importance Sampling for Hair Scattering
Computer Graphics Forum
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
An energy-conserving hair reflectance model
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
A volumetric approach to predictive rendering of fabrics
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Single photo estimation of hair appearance
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Importance sampling for physically-based hair fiber models
SIGGRAPH Asia 2013 Technical Briefs
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When rendering light colored hair, multiple fiber scattering is essential for the right perception of the overall hair color. In this context, we present a novel technique to efficiently approximate multiple fiber scattering for a full head of human hair or a similar fiber based geometry. In contrast to previous ad-hoc approaches, our method relies on the physically accurate concept of the Bidirectional Scattering Distribution Functions and gives physically plausible results with no need for parameter tweaking. We show that complex scattering effects can be approximated very well by using aggressive simplifications based on this theoretical model. When compared to unbiased Monte-Carlo path tracing, our approximations preserve photo-realism in most settings but with rendering times at least two-orders of magnitude lower. Time and space complexity are much lower compared to photon mapping-based techniques and we can even achieve realistic results in real-time on a standard PC with consumer graphics hardware.