Crystal Dynamics and AMD made headlines earlier this year with the first fully simulated and rendered head of hair in a video game completely driven by the GPU, which added a new dimension of life to Lara Croft in the re-imagined Tomb Raider. This presentation demonstrates how to achieve exceptional hair rendering with DirectX 11's compute pipeline and shows that it really is possible to breathe new life into our characters with something as simple as a well-styled head of hair.
The presentation summarizes content-creation aspects and tools available for creating hair content. It includes a brief overview of the setup and simulation, followed by a look at shading options that help make the hair look more realistic (most of which is based on work presented at previous SIGGRAPH conferences) and a discussion of the various issues and optimization considerations, so attendees can understand some of the problems they are likely to face.
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