NVIDIA HairWorks enables users to simulate and render fur/hair to provide a truly interactive game experience. The technology originates from multiple simulation and rendering technologies that NVIDIA has developed in the past. This combines rendering technologies for human hair (GDC 2008) as well as various simulation technologies shown in multiple events (Fur Demo - GDC2012). To make the hair/fur technologies a product, NVIDIA engineers have put together these existing technologies and added new techniques to ensure a smooth pipeline for a variety of characters.

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Key Features
  • Supports off-the shelf grooming tools
  • Shape & style control
  • Self shadowing
  • Body to hair shadow casting
  • Wind interaction
  • Level of Detail
  • Scalability
  • Real time editing in viewer
Platforms PC
Dependencies DX11
Tools 3dsMax/Maya/Previewer
Quick Links NVIDIA HairWorks Tutorials
NVIDIA HairWorks Tools Released
External Links Introducing NVIDIA HairWorks
Bringing fur to computer games

NVIDIA HairWorks in Game/Demo Examples

NVIDA HairWorks

NVIDIA HairWorks overview video showcasing the technology in games like Call of Duty: Ghost and different assets from The Witcher 3, e.g. wolf and horse.

 

Call of Duty:Ghosts

NVIDIA HairWorks was used for the dynamic fur simulation of Riley and the wolves. Each fur asset has about 400-500K hair strands. Most of these hairs are dynamically created on the fly inside GPU from roughly 10K guide hairs that are simulated and provide basis for further tessellation.

 

The Witcher 3:Wild Hunt

The upcoming Witcher 3 game will be making use of NVIDIA HairWorks technology. At E3 a preview of the real-time fur simulation was shown.