Image Synthesis. Fur Rendering. computer graphics & visualization



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Transcription:

Image Synthesis Fur Rendering

Motivation Hair & Fur Human hair ~ 100.000 strands Animal fur ~ 6.000.000 strands

Real-Time CG Needs Fuzzy Objects Name your favorite things almost all of them are fuzzy!

Motivation

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]

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

Previous work on fur Volume textures using CG hardware [Meyer and Neyret 98] Shell textures [Lengyel 00]

Shell Textures

Shell Textures Shells: Extrude model outwards and texture each shell it with progressively higher slices from a 3D fur texture

Generating the Textures Geometric model Seed surface with curl starting points. Grow as particle system

Generating the Textures Interpolate to generate more seed points. Ignore hair-to-hair collision.

Generating the Textures Sample volume Keep: Color Opacity (normal)

Generating the Textures Wide range of fur possible with different seed colors and curl parameters

Problems with shell textures (1) Surface parametrization (given arbitrary surface)? (2) Texture memory usage (several shells, over entire surface, at hair resolution!) lapped volume textures

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

Review of Lapped Textures surface texture patch

Key Idea: Patch Pasting surface texture patch

Lapped volume textures Simple idea: each shell is a lapped texture. opaque skin transparent shells composite

Issues Rendering order innermost outermost shell Texture alpha Lapped textures: splotch outline Volume is semi-transparent alpha = splotch outline volume alpha

Poor silhouette offset shells original mesh

Fins offset shells original mesh extruded fin

Fin Textures skin & shells fins skin, shells & fins

Fin Texture Single fin texture Interval region for each edge. edge2 edge1

Fin rendering Rendering order: skin fins shells shells, fins : no Z buffer write! alpha blending Fade static fins based on viewing angle (or use a geometry shader to create fins on the fly)

Results