Curling and Clumping Fur Represented by Texture Layers
Paulo Silva1
Yosuke Bando1,2
Bing-Yu Chen3
Tomoyuki Nishita1 1The University of Tokyo
2TOSHIBA Corporation
3National Taiwan University
Fur is present in most mammals which are common characters in both movies and video-games, and it is important to model and render fur both realistically and quickly. When the objective is real-time performance, fur is usually represented by texture layers (or 3D textures), which limits the dynamic characteristics of fur when compared with methods that use an explicit representation for each fur strand.
This paper proposes a method for animating and shaping fur in real-time, adding curling and clumping effects to the existing real-time fur rendering methods on the GPU. Besides fur bending using a mass-spring strand model embedded in the fur texture, we add small scale displacements to layers to represent curls which are suitable for vertex shader implementation, and we also use a fragment shader to compute intra-layer offsets to create fur clumps. With our method, it becomes easy to dynamically add and remove fur curls and clumps, as can be seen in real fur as a result of fur getting wet and drying up.
Paper (1.6MB, PDF):
The Visual Computer (Proceedings of Computer Graphics International 2010), Vol. 26, No. 6-8, pp. 659-667, 2010.
Clumped (left) and additionally curly (right) fur represented by texture layers, rendered in real time on the GPU.