Apparently Nalu has some bald spots, not to mention coarse spaghetti-like hair. Maybe the thinness of her hair is really a shadow map side-effect, but it made me think about ways of adding volume to the model used in the Nalu demo. More interpolation might work; adding, say, 4 strands between adjacent key strands, instead of 2. As an alternative, I thought of replacing all of her hair strands with strips (more surface area would mean more volume). But then I would probably end up with a cool-looking, but kind of unnatural (and difficult to render realistically without texture maps) result, like this:
Monday, September 21, 2009
Hair Pipeline Idea (a.k.a. Nalu is bald)
Hmmm...
Apparently Nalu has some bald spots, not to mention coarse spaghetti-like hair. Maybe the thinness of her hair is really a shadow map side-effect, but it made me think about ways of adding volume to the model used in the Nalu demo. More interpolation might work; adding, say, 4 strands between adjacent key strands, instead of 2. As an alternative, I thought of replacing all of her hair strands with strips (more surface area would mean more volume). But then I would probably end up with a cool-looking, but kind of unnatural (and difficult to render realistically without texture maps) result, like this:
Since strips seemed like a no-go, I thought of using clusters (a.k.a. cylinders) to pump up the volume (lol) instead. These are all different Levels-of-Detail, by the way: "Strands", "Clusters", and "Strips". I couldn't decide which LOD to choose, so I skimmed through one of the papers talking about them, hoping that the paper would favor one over the others. That's when I realized that the 3 are usually used simultaneously. Areas that can't be seen as well (such as hair covered by other hair) are represented as strips, while the next layer up is represented as clusters, and finally, the visible hairs on top stay as strands. This in mind, I sketched up a pipeline idea for my project:
(Click to enlarge)
Apparently Nalu has some bald spots, not to mention coarse spaghetti-like hair. Maybe the thinness of her hair is really a shadow map side-effect, but it made me think about ways of adding volume to the model used in the Nalu demo. More interpolation might work; adding, say, 4 strands between adjacent key strands, instead of 2. As an alternative, I thought of replacing all of her hair strands with strips (more surface area would mean more volume). But then I would probably end up with a cool-looking, but kind of unnatural (and difficult to render realistically without texture maps) result, like this:
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