By Mike Ravella, Brandon Montell, and Andrew DiMarco
For our project we simulated and rendered hair in real-time. Features are listed below:
- Wind and gravitational forces
- Hair collisions with mesh
- Collisions and friction between hair
- Hairs are generated on the GPU from a small number of simulated guide hairs
- Hairs are turned into billboarded triangle strips
- Many OpenGL techniques used, including tessellation shader, geometry shader, and transform feedback
- Shadows using shadow mapping with percentage-closer filtering
- Shadows using deep opacity mapping
- Transparency using depth peeling
- Anti-aliasing using 4-sample supersampling-antialiasing
- Color variation between hairs
- Interactive adjustment of many parameters
- Scene editor that allows user to draw custom hair placement and combing direction