2011
DOI: 10.1145/2070781.2024207
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Interactive hair rendering and appearance editing under environment lighting

Abstract: Figure 1: Our algorithm achieves interactive hair rendering and appearance editing under environment lighting, including both single and multiple scattering effects. In this example, the user directly paints onto the hair to edit the spatially-varying scattering parameters. This results in a dynamic simulation of hair coloring. From left to right, the hair is dyed with a progressively more vivid color. The environment map is represented by 40 SRBF lights, and our algorithm runs at 8.3 fps on an NVIDIA GTX 580.… Show more

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Cited by 21 publications
(10 citation statements)
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“…Spherical Gaussians [18,19] are often used for approximating the rendering of various types of materials under environment maps or area lights [20][21][22][23][24]. This is because they have closed-form solutions for the integral, product, and product integral, which are fundamental operations to evaluate rendering integrals.…”
Section: Real-time Global Illuminationmentioning
confidence: 99%
“…Spherical Gaussians [18,19] are often used for approximating the rendering of various types of materials under environment maps or area lights [20][21][22][23][24]. This is because they have closed-form solutions for the integral, product, and product integral, which are fundamental operations to evaluate rendering integrals.…”
Section: Real-time Global Illuminationmentioning
confidence: 99%
“…In Ren et al's method, the convolution of the SRBF light and the scattering function has been pre-computed as a lookup table. Later, Xu et al [5] derived a compact 1D circular Gaussian representation to model the scattering function and compute the rendering integral on the fly, thus eliminated the pre-computation of the convolution of the SRBF light and the scattering function. However, both methods use SRBFs to approximate the environmental light, so they cannot be applied to dynamic environment lighting.…”
Section: Previous Workmentioning
confidence: 99%
“…Recently, real-time rendering of dynamic hair has become possible by approximating the environmental light with a set of spherical radial basis functions (SRBFs) [4], [5]. Since the number of SRBF lights is far fewer than the number of directional lights generated from directly sampling, the SRBF-based methods are able to render the hair model more efficiently.…”
Section: Introductionmentioning
confidence: 99%
“…Laurijssen et al [2010] presented a method for efficiently rendering indirect highlights by an SG-based approximation of BRDF lobes and an efficient algorithm to merge multiple SGs into one. Xu et al [2011] achieved interactive rendering of hairs with dynamic appearance by approximating hair scattering functions by circular Gaussian, which is a 1D variant of SG. De Rousiers et al [2012] achieved real-time rendering of rough refractions by approximating the Bidirectional Transmittance Distribution Function (BTDF) using SGs.…”
Section: Related Workmentioning
confidence: 99%
“…This approximation is reasonable since the exponential term of ASG often changes much faster than the smooth term, and has been adopted extensively by existing methods [Wang et al 2009;Xu et al 2011;Iwasaki et al 2012a].…”
Section: Product Of Two Asgsmentioning
confidence: 99%