Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps
Paper in proceedings, 2009

This paper presents a method for quickly constructing a high quality approximate visibility function for high frequency semitransparent geometry such as hair. We can then reconstruct the visibility for any fragment without the expensive compression needed by Deep Shadow Maps and with a quality that is much better than what is attainable at similar framerates using Opacity Maps or Depth Opacity Maps. The memory footprint of our method is also considerably lower than that of previous methods. We then use a similar method to achieve back-to-front sorted alpha blending of the fragments with results that are virtually indistinguishable from depth-peeling and an order of magnitude faster.


Erik Sintorn

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Ulf Assarsson

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2009)

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Computer Engineering

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