Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Recovering high dynamic range radiance maps from photographs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Real-time BRDF editing in complex lighting
ACM SIGGRAPH 2006 Papers
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
A self-shadow algorithm for dynamic hair using density clustering
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
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
Interactive relighting with dynamic BRDFs
ACM SIGGRAPH 2007 papers
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Hair photobooth: geometric and photometric acquisition of real hairstyles
ACM SIGGRAPH 2008 papers
Efficient multiple scattering in hair using spherical harmonics
ACM SIGGRAPH 2008 papers
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
Real-time editing and relighting of homogeneous translucent materials
The Visual Computer: International Journal of Computer Graphics
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Interactive HDR lighting of dynamic participating media
The Visual Computer: International Journal of Computer Graphics
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 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
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
An artist friendly hair shading system
ACM SIGGRAPH 2010 papers
Curling and clumping fur represented by texture layers
The Visual Computer: International Journal of Computer Graphics
A Simplified Plane-Parallel Scattering Model and Its Application to Hair Rendering
PACIFIC_GRAPHICS '10 Proceedings of the 2010 18th Pacific Conference on Computer Graphics and Applications
An energy-conserving hair reflectance model
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
Single-view hair modeling for portrait manipulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ISHair: Importance Sampling for Hair Scattering
Computer Graphics Forum
Interactive bi-scale editing of highly glossy materials
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Real-time rendering of animated hair under dynamic, low-frequency environmental lighting
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
Deformable model for estimating clothed and naked human shapes from a single image
The Visual Computer: International Journal of Computer Graphics
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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We present an interactive algorithm for hair rendering and appearance editing under complex environment lighting represented as spherical radial basis functions (SRBFs). Our main contribution is to derive a compact 1D circular Gaussian representation that can accurately model the hair scattering function introduced by [Marschner et al. 2003]. The primary benefit of this representation is that it enables us to evaluate, at run-time, closed-form integrals of the scattering function with each SRBF light, resulting in efficient computation of both single and multiple scatterings. In contrast to previous work, our algorithm computes the rendering integrals entirely on the fly and does not depend on expensive pre-computation. Thus we allow the user to dynamically change the hair scattering parameters, which can vary spatially. Analyses show that our 1D circular Gaussian representation is both accurate and concise. In addition, our algorithm incorporates the eccentricity of the hair. We implement our algorithm on the GPU, achieving interactive hair rendering and simultaneous appearance editing under complex environment maps for the first time.