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《hair》.pdf
Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair
Rendering
Erik Sintorn∗ Ulf Assarsson†
Chalmers University Of Technology Chalmers University Of Technology
Figure 1: About half a million line segments rendered with 256 Opacity Map slices and approximate alpha sorting rendered in 7.5 fps.
Abstract 1 Introduction
Rendering correctly shadowed hair, smoke, fur, foliage and clouds
is a hard and computationally expensive problem and to do so in
When rendering materials represented by high frequency geome-
real time has until recently been near-impossible. Hair, which we
try such as hair, smoke or clouds, standard shadow mapping or
will concentrate on throughout this paper, is often rendered as hun-
shadow volume algorithms fail to produce good self shadowing re-
dreds of thousands of lines, representing very thin segments of hair
sults due to aliasing. Moreover, in all of the aforementioned ex-
strands each of which may or may not occlude any of the other
amples, properly approximating self shadowing is crucial to getting
segments. To further complicate the problem, blonde or light
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