Real-Time Fur on Arbitrary Surfaces - PowerPoint PPT Presentation

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Real-Time Fur on Arbitrary Surfaces

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Title: Real-Time Fur on Arbitrary Surfaces


1
Real-Time Furon Arbitrary Surfaces
  • Jed Lengyel
  • Emil Praun
  • Adam Finkelstein
  • Hugues Hoppe

Microsoft Research Princeton University Princeton
University Microsoft Research
2
Real-Time CG Needs Fuzzy Objects
  • Name your favorite things almost all of them are
    fuzzy.

3
Motivation
4
Tarantula Demo
5
Previous work on fur
  • Particle systems Reeves 83
  • Volume textures Kajiya Kay 86
  • Special surface shader Goldman 97
  • Geometry Van Gelder Wilhelms 97
  • Volume textures using CG Hardware
  • Meyer and Neyret 98
  • Lengyel 00

6
Geometric Models
  • Cones ? too slow on current hardware
  • Lines ? interactive for sparse fur
  • Poor filtering

Van Gelder, Wilhelms 97
7
Previous work on fur
  • Volume textures using CG hardware
  • Meyer and Neyret 98
  • Shell textures Lengyel 00

8
Shell textures
Lengyel 00
9
Generating the Textures
Lengyel 00
  • Geometric model
  • Seed surface with curl starting points.
  • Grow as particle system.

10
Generating the Textures
Lengyel 00
Interpolate to generate more seed points.
Ignore hair-to-hair collision.
11
Generating the Textures
Lengyel 00
2. Sample volumeKeep color opacity
(normal)
12
Generating the Textures
Lengyel 00
Wide range of fur possible with different seed
colors and curl parameters
13
Problems with shell textures
  • (1) Surface parametrization
  • (given arbitrary surface)?
  • (2) Texture memory usage
  • (several shells,over entire surface,at hair
    resolution!)

14
Problems with shell textures
  • (3) Poor silhouettes
  • (shells break apart at oblique angles)

15
Review of Lapped Textures
texture patch
surface
16
Key Idea Patch Pasting
texture patch
lapped textures
surface
17
Stone Bunny Demo
18
Stone Bunny Result
25 frames per sec!
19
Lapped volume textures
  • Simple idea each shell is a lapped texture.

opaque skin
transparent shells
composite
20
Bunny Demo
21
Issues
  • Rendering order
  • innermost ? outermost shell
  • Directional texture vs. isotropic texture
  • Texture alpha
  • Lapped textures splotch outline
  • Volume is semi-transparent
  • ? alpha splotch outline volume alpha

22
Poor silhouette
23
Fins
24
Fin Texture
25
Fin rendering
  • Rendering order skin shells fins
  • shells, fins no Z buffer write!
  • Fade based onviewing angle

26
Fin Demo
27
Interactive Controls
  • Hair color
  • Hair length
  • Hair direction (combing)

28
Combing Demo
29
Demos
30
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