1. Interactive Hair Rendering Under Environment Lighting Valentin JANIAUT Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo
2. Hair Rendering Hair fiber represented with lines primitives Basic shading model is not realistic at all. 1 fiber 4 strands Basic OpenGL illumination Deep Opacity Map [YUK08]
16. Deep Opacity Map Zo Z1 Z2 Z3 T z z1 z2 z3 Compute the optical depth
17. Multiple Scattering More realistic model. Convolution of SRBF and scattering function. Transmittance
18. Multiple Scattering Computation Voxelize Hair Model For each voxel store: ϖ: Average Fiber Direction ν : Standard Deviation of fiber direction ςtΤ : Perpendicular Attenuation Coefficient Sample Tfand σfon a rough grid Store as 3D texture Hardware tri-linear interpolation
25. Limitations Runtime change of hair properties precomputation is costly (~50 minutes) Eccentricity of hair scattering is omitted Additional video memory for the integral tables 12MB for single scattering 24MB for single + multiple scattering no per-fiber hair property
26. References http://www.kunzhou.net/ (Author of the main paper, some of his slides are used in this slideshow) http://www.cemyuksel.com/ (Author of the Deep Opacity Maps and numerous other paper about hair rendering) Illustration on slide 10 comes from wikipedia. http://www.cse.cuhk.edu.hk/~ttwong/papers/srbf/srbf.html Lecture about SRBF.