Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
From wire-frames to furry animals
Proceedings on Graphics interface '88
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A Trigonal Prism-Based Method for Hair Image Generation
IEEE Computer Graphics and Applications
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Interactive Fur Shaping and Rendering Using Nonuniform-Layered Textures
IEEE Computer Graphics and Applications
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In the method that represents fur with multi-layer textured slices, representing silhouette fur is a time consuming work, which requires silhouette-edge detection and fin slices generation. In the paper, we present an accelerated method for representing silhouette fur by taking advantage of the programmable ability of Graphic Process Units (GPU). In the method, by appending edge info on each vertex, the silhouette-edge detection can be implemented in GPU; and by storing fin slices data in video memory in preprocessing, the time spent on fin slices generation and on data transmission from CPU to GPU can be saved. Experimental results show that our method accelerates silhouette fur representation greatly, and hence improves the performance of rendering furry objects.