Real time hair simulation and rendering on the GPU

Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was not possible in real time. We present a method for simulating and rendering realistic hair in real time using the power and programmability of modern GPUs (Graphics Processing Units). Our method utilizes new features of graphics hardware (like Stream Output, Geometry Shader and Texture Buffers) that make it possible for all simulation and rendering to be processed on the GPU in an intuitive manner, with no need for CPU intervention or read back. In addition, we propose fast new algorithms for inter-hair collision, and collision detection and resolution of interpolated hair.

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