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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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