Using%20textures%20to%20simulate%20fur - PowerPoint PPT Presentation

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Using%20textures%20to%20simulate%20fur

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Hair color. Hair length. Hair direction. Results. 5000 faces. 7500 edges. 252 patches. 14 FPS ... Hair features. Shell multitexturing. Programmable pixel ... – PowerPoint PPT presentation

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Title: Using%20textures%20to%20simulate%20fur


1
Using textures to simulate fur
  • Jeff Cousens
  • CS 495 Advanced Computer Graphics
  • January 31, 2002

2
Fur
3
Real-Time Fur over Arbitrary Surfaces
  • Jerome Lengyel (MSR), Emil Praun (Princeton),
    Adam Finkelstein (Princeton) and Hugues Hoppe
    (MSR)
  • I3D 2001 Bi-annual Symposium on Interactive 3D
    Graphics
  • Combines several existing texture techniques to
    render interactive fur

4
Basis
  • Particle Systems
  • Reeves in 1983 to simulate fuzzy objects (smoke,
    clouds, fire not fur)
  • Volume Textures (texels)
  • Kaijya and Kay in 1989 to address non-interactive
    fur

5
Basis
  • Lapped Textures
  • Praun, Finkelstein and Hoppe in 2000 to optimize
    texturing
  • Shells
  • Lengyel in 2000 to enhance interactive fur

6
Limitations of Previous Methods
  • Most are computationally intensive
  • Interactive methods are limited
  • Van Gelder and Wilhelms 1997 rendered a limited
    number of polylines
  • Lengyel 2000 requires global parameterization and
    lots of memory
  • Silhouettes

7
Addressing Limitations
  • Shells require parameterization and lots of
    memory
  • Lapped textures
  • Silhouettes
  • Textured fins

8
Geometry Preprocessing
  • Establish global direction field
  • Cover model with lapped textures
  • Textures are matched to edges no overlaps
  • Seams get lost in textures

9
Texture Preprocessing
  • Shell textures
  • Texture patches to be lapped per geometry
    preprocessing
  • Fin textures
  • Define a single fin to be used globally

10
Runtime
  • Surface rendering
  • Skin opaque
  • Fin rendering
  • Silhouette only on edges
  • Shell rendering
  • Concentric shells surrounding the skin
    semi-opaque

11
(No Transcript)
12
Lighting
  • Banks/Kajiya-Kay model
  • HairLighting(u,v)
  • KaKd(1-u2)Pd/2Ks(1-v2)Ps/2
  • u T L, v T H
  • T hair direction per vertex (pre-computed)
  • L light direction
  • H half-vector between eye and light
  • Performed using a lookup table
  • Banks self-shadowing approximation

13
Other Rendering Concerns
  • Visibility
  • Level-of-detail
  • Overlapped parameterization

14
(No Transcript)
15
Interactive Hair
  • Real-time control of
  • Hair color
  • Hair length
  • Hair direction

16
(No Transcript)
17
Results
  • 5000 faces
  • 7500 edges
  • 252 patches
  • 14 FPS

18
Results
  • 5000 faces
  • 7547 edges
  • 306 patches
  • 12 FPS

19
Results
  • Demo

20
Future Directions
  • One model, multiple hair systems
  • Hair features
  • Shell multitexturing
  • Programmable pixel shaders
  • Hair dynamics

21
Questions?
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