NVIDIA Real Time Hair Presentations at Siggraph 2008
NVIDIA Presented Two Talks on Real Time Hair Rendering at SIGGRAPH 2008:
NVIDIA Sponsored Session: Real-time Hair Rendering on the GPU
A video of the presentation, including a live demo, can be seen
here.
Simulating and rendering realistic hair with tens of thousands of
strands is something that until recently was prohibitively
expensive for real-time use. In this session, we discuss how
to render realistic hair with high geometric complexity in
real-time on the GPU. Amongst cover topics including efficient
creation and rendering of high amounts of geometry for hair
(essential for creating realistic hair especially when in motion),
shading, self-shadowing, level of detail, and important performance
optimizations. We also talk about how to use next-generation
hardware tessellation to make creating and rendering hair much more
intuitive and efficient.
Prefer a copy you can carry with you? Click here for a PDF of the presentation slides.
Let's Get Physical: Real Time Hair Simulation and Rendering on the GPU
Simulating and rendering realistic hair with tens of thousands of
strands is something that until recently was not possible in real
time. In this talk we present a method for simulating and
rendering realistic hair in real time using the power and
programmability of modern GPUs (Graphics Processing Units). Our
method utilizes new features of graphics hardware (including Stream
Output, Geometry Shader and Texture Buffers) that make it possible
for all simulation and rendering to be processed on the GPU in an
intuitive manner, with no need for CPU intervention or read back.
In addition, we propose fast new algorithms for inter-hair
collision, and collision detection and resolution of interpolated
hair.