Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Comparing Offset Curve Approximation Methods
IEEE Computer Graphics and Applications
Antialiasing with Line Samples
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Design of sculptured surfaces using the b-spline representation
Design of sculptured surfaces using the b-spline representation
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
Strands and hair: modeling, animation, and rendering
ACM SIGGRAPH 2007 courses
Offsets of Two-Dimensional Profiles
IEEE Computer Graphics and Applications
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Introduction to Algorithms, Third Edition
Introduction to Algorithms, Third Edition
Fast, precise flattening of cubic Bézier path and offset curves
Computers and Graphics
Analytical motion blur rasterization with compression
Proceedings of the Conference on High Performance Graphics
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
IEEE Transactions on Visualization and Computer Graphics
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
An inexpensive bounding representation for offsets of quadratic curves
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
High-quality parallel depth-of-field using line samples
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
A4: asynchronous adaptive anti-aliasing using shared memory
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Theory and analysis of higher-order motion blur rasterization
Proceedings of the 5th High-Performance Graphics Conference
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Computing accurate visibility for thin primitives, such as hair strands, fur, grass, at all scales remains difficult or expensive. To that end, we present an efficient visibility algorithm based on spatial line sampling, and a novel intersection algorithm between line sample planes and Bézier splines with varying thickness. Our algorithm produces accurate visibility both when the projected width of the curve is a tiny fraction of a pixel, and when the projected width is tens of pixels. In addition, we present a rapid resolve procedure that computes final visibility. Using an optimized implementation running on graphics processors, we can render tens of thousands long hair strands with noise-free visibility at near-interactive rates.