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> > Assuming you use geometric fur. If you treat fur not as objects but
> > as a volumetric thing, you can do it with O(1) memory usage.
>
> Depends on the way you do the volumetrics. You could do it with
> constant memory storage, procedurally based on the object data.
Yes, which is why I used the word "can".
> I haven't looked at your patch yet...have you done any work with
> volumetric long hair? I've achieved some very nice effects with
There's not much to see yet: it is still in the early stages of being
written.
The aim is to be able to cope with most lengths of hair that people
might want to use. If I have time I will implement several fur-drawing
methods and allow the user to pick one.
> obvious problems with reflected or refracted rays. I've been thinking
> about various ways to integrate it into a raytracing engine, including
Perhaps something along the lines of Lengyel et al. (Real-Time Fur over
Arbitrary Surfaces, Proceedings of the 2001 symposium on Interactive 3D
graphics) would help. I thought this was a pretty good paper. Although
it is targetted to scanline rendering, you *could* raytrace it, and I'm
sure you could adapt the method to suit line hair.
Daniel
--
A church is more than just timber and stone .oO( surreal.istic.org )
And freedom is a dark road when you're walking it alone -Paul Simon,
But the future is now, and it's time to take a stand 'A Church
So the lost bells of freedom can ring out in my land. is Burning'
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