Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Efficient Light Transport Using Precomputed Visibility
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Real-Time Rendering of Human Hair Using Programmable Graphics Hardware
CGI '04 Proceedings of the Computer Graphics International
Least squares quantization in PCM
IEEE Transactions on Information Theory
Strands and hair: modeling, animation, and rendering
ACM SIGGRAPH 2007 courses
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Interactive rendering of optical effects in wet hair
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
Realistic hair simulation: animation and rendering
ACM SIGGRAPH 2008 classes
Advanced techniques in real-time hair rendering and simulation
ACM SIGGRAPH 2010 Courses
Optimized framework for real time hair simulation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A novel method for fast and high-quality rendering of hair
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Self-shadowing is an important factor in the appearance of hair and fur. In this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rates using graphics hardware. No constraint is imposed on the hair style, and its geometry can be dynamic. Similar to previously presented methods, a 1D visibility function is constructed for each line of sight of the light source view. Our approach differs from other work by treating the hair geometry as a 3D density field, which is sampled on the fly using simple rasterization. The rasterized fragments are clustered, effectively estimating the density of hair along a ray. Based hereon, the visibility function is constructed. We show that realistic selfshadowing of thousands of individual dynamic hair strands can be rendered at interactive rates using consumer graphics hardware.