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hair

By Mike Ravella, Brandon Montell, and Andrew DiMarco

Github Repo Presentation

For our project we simulated and rendered hair in real-time. Features are listed below:

Simulation

  • Wind and gravitational forces
  • Hair collisions with mesh
  • Collisions and friction between hair

Generating geometry

  • Hairs are generated on the GPU from a small number of simulated guide hairs
  • Hairs are turned into billboarded triangle strips
  • Many OpenGL techniques used, including tessellation shader, geometry shader, and transform feedback

Rendering

  • Shadows using shadow mapping with percentage-closer filtering
  • Shadows using deep opacity mapping
  • Transparency using depth peeling
  • Anti-aliasing using 4-sample supersampling-antialiasing
  • Color variation between hairs

User interface

  • Interactive adjustment of many parameters
  • Scene editor that allows user to draw custom hair placement and combing direction

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