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The advanced topics of rendering hair and fur in computer graphics. It discusses the challenges of rendering human hair and fur, focusing on the works of james robertson and blaze et al. Various methods for rendering hair and fur, including volume densities, texels, and the marschner model. It also touches upon the importance of interreflections and the use of spherical harmonics for speeding up rendering.
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Rendering Hair and Fur
tough to render right Takes over ¼ of rendering time of manycharacters
Jim Blinn, SIGGRAPH 1982
Render volume densities Homogeneous volume of microscopic spheres Kajiya and Von Herzen, SIGGRAPH 1984 Generalized Blinn model to non-homogeneous media
Kajiya and Von Herzen: Volume Densities For each ray through the volume… Find the transparency of the surface Find the brightness of the surface
Kajiya and Kay (1989): Texels Replace volume densities with
3D array containing microsurface data Texels: replace all integrals with sums Transparency equation becomes Brightness equation becomes
Create fur texel Map texels to world space Shoot rays into texel Calculate lighting Rendering time: 2 hours
Model as elliptical scales which form cylinder Model sub-surface scattering as before R, TRT (highlights) successively less bright
Tilted scales: R direction and TRT direction meansdifferent shape of secondary highlights Elliptical cross-section: simply rotating hair about axischanges distance between R, TRT
Compare Kajiya, Marschner and Real Marschner model shows more secondary, tertiaryhighlights, etc Kajiya Marschner Real Hair
Moon and Marschner, SIGGRAPH 2006 Interreflections from hair is highly directional Irradiance caching approach for interreflections Sped up light calculations Marschner 2008 Used spherical harmonics to speed up rendering