Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive multiresolution hair modeling and editing
Proceedings of the 29th 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
Capture of hair geometry from multiple images
ACM SIGGRAPH 2004 Papers
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive Virtual Hair Salon
Presence: Teleoperators and Virtual Environments
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
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM SIGGRAPH Asia 2009 papers
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Distance aware ray tracing for curves
ACM SIGGRAPH 2012 Posters
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A hybrid image-CAD based system for modeling realistic hairstyles
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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The appearance of hair plays a critical role in synthesizing realistic looking human characters. However, due to the high complexity in hair geometry and the scattering nature of hair fibers, rendering hair with photorealistic quality and at interactive speeds remains as an open problem in computer graphics. Previous approaches attempt to simplify the scattering model to only tackle a specific aspect of the scattering effects. In this paper, we present a new approach to simultaneously render complex scattering effects including volumetric shadows, transparency, and antialiasing under a unified framework. Our solution uses a shadow-ray path to produce volumetric self-shadows and an additional view-ray path to produce transparency. To compute and accumulate the contribution of individual hair fibers along each (shadow or view) path, we develop a new GPU-based k-buffer technique that can efficiently locate the K nearest scattering locations and combine them in the correct order. Compared with existing multi-layer based approaches[Kim and Neumann 2001; Yuksel and Keyser 2008; Sintorn and Assarsson 2009], we show that our k-buffer solution can more accurately reproduce the shadowing and transparency effects. Further, we present an anti-aliasing scheme that directly builds upon the k-buffer. We implement all three effects (volumetric shadows, transparency, and anti-aliasing) under a unified rendering pipeline. Experiments on complex hair models demonstrate that our new solution produces near photorealistic hair rendering at very interactive speed.