Author Topic: Frostbite Hair Rendering and Simulation  (Read 468 times)

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JeGX

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Frostbite Hair Rendering and Simulation
« on: August 12, 2019, 02:34:39 PM »
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One of the guiding principles of Frostbite is to be at the forefront of real-time technology. We try to constantly push the limits of what current hardware is capable of. As an example of this, we'll be sharing an in-depth view into one area of our research: hair rendering and simulation.

Our purpose is to produce a step change in real-time hair and reach results close to movie and offline rendering. Starting last year, a small group of frostbite physics and rendering engineers have been working on pushing this technology forward, and, while we still have quite a lot of work ahead of us, we're proud of what we achieved. This wouldn't have been possible without the help of a few amazing Criterion content creators whose assets and constant feedback drove us forward.

This series of blog posts will share some internal details about this new hair technology, and offer a glimpse into how future Frostbite-powered games will look like.

Links:
- part 1: https://www.ea.com/frostbite/news/frostbite-hair-rendering-and-simulation
- part 2: https://www.ea.com/frostbite/news/frostbite-hair-rendering-and-simulation-2

Frostbite Hair Rendering and Simulation