Graphics Reference
In-Depth Information
1
VI
Hair Simulation in TressFX
Dongsoo Han
1.1 Introduction
A human has around 120,000 strands of hair, and due to its high cost of rendering
and lack of real-time simulation technique, it has been a challenge to present
human hair inside real-time video games. Therefore, many artists and game
developers have to choose alternative approaches such as simple polygons and
textures.
In this chapter, I will explain the hair simulation method in TressFX, which
has been used in the recent Tomb Raider and AMD Ruby demos. (See Figure 1.1.)
It can simulate around 19,000 strands consisting of 0.22 million vertices in less
than a millisecond in high-end GPUs. TressFX was developed specifically for
video games. Therefore, performance was the highest concern, over physical
accuracy.
Figure 1.1. Example of hair simulation in Tomb Raider .
 
 
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