Hair Rendering and Simulation in Frostbite

The team behind Frostbite has recently shared a post (the first of a new series) discussing hair rendering and simulation.

The team behind Frostbite has recently shared a post (the first of a new series) discussing hair rendering and simulation. They basically want to get results close to movie and offline rendering.

Starting last year, frostbite physics and rendering engineers have been working on developing new technologies, and what they achieved is actually quite awesome.

Here’s a sneak peek:

The team is going to share a number os posts about each part of this new system. On the physics side, the team discusses their Eulerian/Lagrangian model and its various applications, different constraints, their style preservation technique.

On the rendering side, you’ll learn about their shading model, multiple scattering simulation and their approach to fine, antialiased hair.

The video below from the team reveals dynamic changes of the hair melanin and smoothness parameters, which gives a natural color change:

The next one shows  a dynamic change of an artificial coloring of the hair:

The team states that the simulation allows content creators to” tweak a large number of parameters to achieve a wide range of behaviors”.

You can learn more in a post here.

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