[Wipes away a tear]. Here is a video demonstrating my polygonal cylinder LOD that has dynamic parameters including: strand radius, strand stacks (smoothness), and strand slices (the number of divisions in each cylinder segment). From far away, a thick radius and low number of stacks/slices looks fine (ignore the odd shading). At the moment, the LOD uses quads instead of tris, but triangulation would be an easy addition.
Okay! Next step, opacity shadow maps for hair rendering. The Zinke paper uses deep opacity shadow mapping to approximate the global component of the dual scattering computation, but I'm going to start off with plain opacity shadow mapping to get my feet wet.
And yes, waiting (ominously) in the background of the current progress is Bullet integration and interpolation between key hairs. I'm skipping around a bit, I know...
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