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Real-Time Fur on Arbitrary Surfaces

Real-Time Fur on Arbitrary Surfaces. Microsoft Research Princeton University Princeton University Microsoft Research. Jed Lengyel Emil Praun Adam Finkelstein Hugues Hoppe. Real-Time CG Needs Fuzzy Objects. Name your favorite things… almost all of them are fuzzy. Motivation.

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Real-Time Fur on Arbitrary Surfaces

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  1. Real-Time Furon Arbitrary Surfaces Microsoft Research Princeton University Princeton University Microsoft Research Jed Lengyel Emil Praun Adam Finkelstein Hugues Hoppe

  2. Real-Time CG Needs Fuzzy Objects • Name your favorite things… almost all of them are fuzzy.

  3. Motivation

  4. Tarantula Demo

  5. 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]

  6. Geometric Models • Cones  too slow on current hardware • Lines  interactive for sparse fur • Poor filtering [Van Gelder, Wilhelms ’97]

  7. Previous work on fur • Volume textures using CG hardware [Meyer and Neyret ‘98] • Shell textures [Lengyel ’00]

  8. Shell textures [Lengyel ’00]

  9. Generating the Textures [Lengyel ’00] • Geometric model • – Seed surface with “curl” starting points. –Grow as particle system.

  10. Generating the Textures [Lengyel ’00] –Interpolate to generate more seed points. – Ignore hair-to-hair collision.

  11. Generating the Textures [Lengyel ’00] 2. Sample volumeKeep: – color –opacity – (normal)

  12. Generating the Textures [Lengyel ’00] Wide range of fur possible with different seed colors and curl parameters

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

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

  15. Review of Lapped Textures texture patch surface

  16. Key Idea: Patch Pasting texture patch “lapped textures” surface

  17. Stone Bunny Demo

  18. 256 x 256texture (282 times) 15,000 faces Stone Bunny Result 25 frames per sec!

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

  20. Bunny Demo

  21. Issues • Rendering order • innermost  outermost shell • Directional texture vs. isotropic texture • Texture alpha • Lapped textures: splotch outline • Volume is semi-transparent  alpha = splotch outline × volume alpha

  22. Poor silhouette

  23. Fins

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

  25. Fin rendering • Rendering order: skin – shells – fins • shells, fins – no Z buffer write! • Fade based onviewing angle

  26. Fin Demo

  27. Interactive Controls • Hair color • Hair length • Hair direction (combing)

  28. Combing Demo

  29. Demos

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