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abstract

Dynamic fur on mobile using textured offset surfaces

Published:31 July 2015Publication History

ABSTRACT

Fur simulation is crucial in many graphic applications since it can greatly enhance the realistic visual effect of virtual objects, e.g. animal avatars. However, due to its high computational cost of massive fur strands processing and motion complexity, dynamic fur is regarded as a challenging task, especially on the mobile platforms with low computing power. In order to support real-time fur rendering in mobile applications, we propose a novel method called textured offset surfaces (TOS). In particular, the furry surface is represented by a set of offset surfaces, as shown in Figure 1(a). The offset surfaces are shifted outwards from the original mesh. Each offset surface is textured with scattering density (red rectangles in Figure 1(a)) to implicitly represent the fur geometry, whose value can be changed by texture warping to simulate the fur animation. In order to achieve high quality anisotropic illumination result, as shown in Figure 1(b), Kajiya/Banks lighting model is employed in the rendering phase.

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References

  1. Lengyel, J., Praun, E., Finkelstein, A., and Hoppe, H. 2001. Real-time fur over arbitrary surfaces. In ACM 2001 Symposium on Interactive 3D Graphics, 227--232. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Yang, G., Sun, H., Wu, E., and Wang, L. 2008. Interactive fur shaping and rendering using nonuniform-layered textures. IEEE Computer Graphics and Applications 28, 85--93. Google ScholarGoogle ScholarDigital LibraryDigital Library

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '15: ACM SIGGRAPH 2015 Posters
        July 2015
        95 pages
        ISBN:9781450336321
        DOI:10.1145/2787626

        Copyright © 2015 Owner/Author

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 31 July 2015

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