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Summary: Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps
Erik Sintorn
Chalmers University of technology
Ulf Assarsson
Chalmers University of Technology
Figure 1: The woman renders in 37.3 fps using 20k hair strands (300k line segments). The dog renders in 17.2 fps using 400k hair strands
(2M line segments).
Abstract
This paper presents a method for quickly constructing a high-
quality approximate visibility function for high frequency semi-
transparent geometry such as hair. We can then reconstruct the vis-
ibility for any fragment without the expensive compression needed
by Deep Shadow Maps and with a quality that is much better than
what is attainable at similar framerates using Opacity Maps or Deep
Opacity Maps. The memory footprint of our method is also consid-
erably lower than that of previous methods. We then use a similar
method to achieve back-to-front sorted alpha blending of the frag-
ments with results that are virtually indistinguishable from depth-
peeling and an order of magnitude faster.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
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