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Fur Shading and Modification based on Cone Step Mapping
Author(s) -
Kühnert T.,
Brunnett G.
Publication year - 2012
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2012.03193.x
Subject(s) - rendering (computer graphics) , computer science , computer graphics (images) , shading , computer vision , artificial intelligence , texture mapping , real time rendering , distortion (music) , geometry , mathematics , amplifier , computer network , bandwidth (computing)
This paper presents an algorithm for the real time rendering of fur without adding fur‐specific geometry, such as shells, to the object. It is based on Cone Step Mapping and introduces a local distortion of the view vector to simulate a deformation of the heightfield‐bound hair geometry. While this distortion enables a more realistic fur rendering, some limitations emerge and have to be dealt with. A local light reflectance model including approximations of global light interactions with hair and skin is proposed. We furthermore show how material and geometric properties can locally be influenced through standard texture mapping. This includes most notably the local modification of growth and streak direction of the hairs.