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A Solution For Real Time Hair Simulation And Rendering

Posted on:2017-08-23Degree:MasterType:Thesis
Country:ChinaCandidate:S YuanFull Text:PDF
GTID:2428330596489987Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Using computer to draw realistic hair image is an important and basic part in computer graphics area,which is widely used in film and game.It's still a big challenge to render and simulate by hair stands due to the huge quantity and high complexity of the hair model.In recent years,new research results and algorithm in this field are constantly being raised,which make the hair simulation and rendering more real and universal in the industry.However,unlike movie,it call for higher performance to meet the interaction requirement for games.Then we need to achieve a better balance between visual effects and costs while dealing with the real-time image.It has been achieved to render the real-time stands based hair on GPU in the current research result,but that only can simulate and render a single object.It's mainly because of the limitation on performance.Therefore,the technology cannot be well applied to the game product.Based on the analysis of the technology demonstration and research papers,and comparing various algorithms,the thesis design and optimization the algorithm and the working pipeline.We design and realize a better generality and higher performance real-time hair simulation and rendering system in the thesis,from the practical point of requirement.Main achievement of this thesis as follows:(1)Based on tessellation process,a new method is presented for modeling a large amount of hair stands on GPU.With optimization the process and compression Draw Call,our method increases the performance of the system.(2)Achieve a joint based volume constraint algorithm,using a layered hair model for physical hair simulation.Compareed with the semi-particle grid fluid method,our algorithm allowed to place hair on moving object,and the complexity is also lower.(3)Presenting a reduced OIT algorithm,to render a set of transparent objects without sorting,which blending their final color based on depth weighting.So it can render faster and achieve acceptable approximate visual results.(4)Experimental test show that,the system of this thesis is able to render and simulate multi hair objects in same screen display with above 30 fps stably.
Keywords/Search Tags:Real-time, Hair Rendering, Hair simulation, GPU computing, tessellation, blended OIT
PDF Full Text Request
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