(i sense a split hair tech thread incoming ^^))
Splitting hairs on Beyond 3d?
(i sense a split hair tech thread incoming ^^))
I'm thinking of something completely different. although I don't know how it'd be executed in a GPU. In real terms, hairs can always be drawn as thin-lines no matter what distance, so you could simulate a volume with something fluid-dynamicy, and use that as a mathematical basis for drawing lines through this volume.Agree, but on the other hand it's embarrassing we still have no long hair in games.
I think this could work for hero characters:
Use a low res volume around the head (16 or 32 ^ 3)
Simulate a small number of hairs (200 per head, 60 segments each)
Propagate simulated velocities to the grid.
Use that to update a larger number of more hairs (so interpolating simulation like Frostbite proposed - maybe they do it this way, did not pay attention)
Extrude a quad skirt from each hair and use usual card hair tech for rendering. Volume could provide occlusion.
you need to sacrifice to have Pantene hair.Based on it running at 30fps on a 2080, that type of hair is probably limited to Catwalk Model II: Stilleto Turbo Edition.
Sounds not so different. We share the idea to trace hair through a volume, just like in this Unity demo. (I know this is fast - on meshes i used very simple midpoint euler integration to trace curve trajectory and linear barycentric interpolation of the vertex vector field - no need for expensive bicubic filter, simple 3D texture lookup would work.)I'm thinking of something completely different. although I don't know how it'd be executed in a GPU. In real terms, hairs can always be drawn as thin-lines no matter what distance, so you could simulate a volume with something fluid-dynamicy, and use that as a mathematical basis for drawing lines through this volume.
Looks great. Guess at this detail only in cutscenes?hair was not bad at all in RE2make and DMC5
Triangles for lines is plain dumb. There should be hardware drawing for lines, for things like cables, fences, and hair.
The raytracer RealSoft 3D could compute and trace or rasterise curves with width, colour, displacement, etc. It was just damned slow as it ran on the CPU. As it's a fundamentally different drawing requirement to objects and surfaces though, I think it should be dealt with differently. I guess we'd be looking at a computer-based line drawing as you suggest, but I don't know that compute is ideally set up for that. Although it should be way better than triangles!
Work with my collegues at code, rigging and shading to implement our own version of TressFX for Aloy. As this system had only been used for high-end PC games before, we had to overcome a series of technical difficulties to have approximately 50 fully dynamic splines drive a game mesh of 100k tris at 3-5ms at 30fps on a PS4.
Sounds not so different. We share the idea to trace hair through a volume, just like in this Unity demo. (I know this is fast - on meshes i used very simple midpoint euler integration to trace curve trajectory and linear barycentric interpolation of the vertex vector field - no need for expensive bicubic filter, simple 3D texture lookup would work.)
Maybe drawing many lines in compute is just as fast as using less lines and extruding them to a quad strip, for sure it would not look like Medusa at least.
But you can not do it with fluid dynamics alone, because it lacks constraints like preserving the length of a hair or bending resistance.
Thus my proposal to simulate a few guide hairs with those constraints, and then fill the volume with guide hair segment direction vector. Really fast and no expensive fluid solver necessary (can't saturate so async or on CPU).
So far the only expensive part is lighting and rendering... thinking of it, drawing lines might be indeed less complex and faster, IDK.
I'm also unsure if it needs self collision or if hair tends to 'stick together' like fluid? If so, fluid dynamics could help i guess.
I remember one scene at the beginning of Tomb Raider reboot. She was hanging upside down from the ceiling, but the pony tail did not hang down, it sticked upwards at her sholders. This really looked bad.
So either let the center of volume swing at half hair length from the head, or make the volume twice as large just to support such cases or swimming under water.
Kinect killer appPersonally, I just want to be able to brush Aloy's hair at the campfires. A My Little Aloy would be so.....therapeutic, especially after fighting a T-Rex.
Are you sure?
View attachment 3545
AMD has it's own hair tech (cant remember if its exclusive)I remember Nvidia having this exclusive hairwork technology
AMD has it's own hair tech (cant remember if its exclusive)
Found it : AMD TressFX Hair
https://www.amd.com/en/technologies/tressfx