Zinke's "Dual Scattering Approximation for Fast Multiple Scattering in Hair"
Scheuermann's "Practical Real-Time Hair Rendering and Shading"
Granted, I don't need to implement each method in full. For example, I could implement a single scattering (specular) + diffuse method, which is discussed in both papers (even though the first one uses it as a basis for comparison). As far as whether or not I'm going to render by strand or by strip, I'm not sure. I was originally planning on rendering each Bullet soft body hair as a LOD strip in OpenGL. One thing that I didn't consider before, however, is the interaction between key hairs in Bullet. Are collisions between the soft bodies being registered? It's difficult to tell. I don't think they are. It's important that I figure out how to turn on collisions between them, because intersecting strips are more obvious than intersecting strands (and even if I didn't have polygonal strips, lack of hair-hair collisions would cause the hairs to lie flat on the head...do not want!).
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