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Acquiring shell textures from a single image for realistic fur rendering

Published: 05 August 2012 Publication History

Abstract

To synthesize a realistic appearance of mammals, it is necessary to express disorderly lie of hairs. "Shell texturing method", proposed by Lengyel [2001], is possible to synthesize realistic fur appearance over arbitrary surfaces in real-time. Prior to rendering, it is necessary to prepare several shell textures as a pre-process. However, acquiring appropriate shell textures is a complicated and time consuming work. In this paper, we present a novel method to acquire shell textures only from a single input picture of an actual animal fur. Since every shell textures are automatically computed by a pixel shader in run-time, it is not necessary any complicated pre-computation. Furthermore, conventional shell texturing method employs typically 16 textures which require huge graphics memory. Because our method requires only a single texture, we realize a significant reduction in memory usage for practical purpose.

Reference

[1]
J. Lengyel, E. Praun, A. Finkelstein, and H. Hoppe. Real-time fur over arbitrary surfaces. In Proc. I3D'01. pp.227--232. 2001.

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cover image ACM Conferences
SIGGRAPH '12: ACM SIGGRAPH 2012 Posters
August 2012
131 pages
ISBN:9781450316828
DOI:10.1145/2342896
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Published: 05 August 2012

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