from PIXAR's paper
This slice of hair shell is based on FMM (Fast Marching Method) to obain a level set function in order to get a "imaginary" curve normal for hair shading similar to "Volumetric Methods for Simulation and Rendering of Hair" from PIXAR studio. But I really do not know whether we need this because pbr hair rendering do not need normal at all, this direction is pixar-only. I have also implement the Marschner's model, viewed the dual scattering published on Siggraph 2008, but I am still confused with the real need of production.
這個2D切片是基於FMM的Level Set求解Density函數求得的,等同於PIXAR的《Volumetric Methods for Simulation and Rendering of Hair》這篇文章中說的方法。不過我依舊感到很困惑,真正的生產需求是什麼,需要什麼樣的技術才能滿足效果需求。Marschner的物理模型我也做了,今年Siggraph 08的波恩大學的雙向散射毛髮渲染我也看了,感覺和生產真的差距還是太大。
說是要陰影,好啊,Deep Shadow可以,可是身體上的bias數值又不對。RT吧,不是不行,只是這個速度實在是不可接受。連添加雜色都不好添加,建模也不好建,動力學部分還需要Character TD多進修進修,總之,路漫漫啊。