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An Artist Friendly Hair Shading System

An Artist Friendly Hair Shading System. Stefan Kinauer KAIST (Korea Advanced Institute of Science and Technology). Overview. Physical based hair shading models Reformulation for better artist controllability and Application to a Single Scattering Model Results. Shading of Hair.

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An Artist Friendly Hair Shading System

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  1. An Artist Friendly Hair Shading System Stefan Kinauer KAIST (Korea Advanced Institute of Science and Technology)

  2. Overview • Physical based hair shading models • Reformulation for better artist controllability and Application to a Single Scattering Model • Results

  3. Shading of Hair • Very complex in general Kajiya and Kay’s model result of Marschner (03) real hair from [marschner03]

  4. Physical Based Models • Single Scattering • Marschner et al. (2003) • Longitudinal scattering functions M(θ) • Azimuthal scattering functions N(Φ)

  5. Physical Based Models • final result • primary highlight • secondary highlight • transmission component • backscattering • forward scattering

  6. Physical Based Models • Single Scattering • Marschner et al. (2003) • Multiple Scattering • Dual Scatteringby Zinke (08) • Determined by a lot of Parameters • can be measured

  7. Controllability changing the refraction index influences other optical features • physical parameters are unintuitive • change of visual features affect other features increasing the width of the highlight depletes the brightness of the highlight due to energy preservation goal: decoupled behaviour

  8. Reformulation • goal: • preserve the quality of hair shading • enable the artist to create non-physical correct effects • provide controls for the artist to change hair appearances • in exact the way the artist likes to • without influencing other features of the hair • at least do not slow down the rendering process

  9. Reformulation • Examination • Decomposition • Defining AFCs (Artist Friendly Controls) • Reproduction • Recombination

  10. Examination General Approach applied to Marschner‘s model with • a unit-area Gaussian function • β: the longitudinal width • θh : the half angle between incoming and outgoing light • α: the longitudinal shift

  11. Decomposition General Approach applied to Marschner‘s model (artist-specifical) visual distinctive components to control primary highlight (R) secondary highlight (TRT) glints (TRT) rim light (TT)

  12. Defining Artist Friendly Controls General Approach applied to Marschner‘s model (artist-specifical) the rim light: color intensity azimuthal width longitudinal width longitudinal position rim light

  13. Reproduction General Approach applied to Marschner‘s model longitudinal controls azimuthal controls combining a unit-height Gaussian function

  14. Recombination General Approach applied to Marschner‘s model summing up all terms

  15. What is missing here? • Multiple Scattering Effects • basically the same steps • for details please have a look at the main paper • BUT: they areimportant! [moon&marschner]

  16. Results • In their tests it was significantly easier to produce wanted results • The rendering is about 1.3 times faster than the corresponding physical shader • Is currently used for Walt Disney Animation Studios

  17. Results Walt Disney‘s Tangled

  18. Questions and Answers • sources for this presentation: • [marschner03] Light Scattering from Human Hair Fibers by Stephen R. Marschner et al. • [moon&marschner] Simulating Multiple Scattering in Hair Using a Photon Mapping Approach by Jonathan T. Moon and Stephen R. Marschner • The main paper: An Artist Friendly Hair Shading System by Iman Sadeghi, Heather Pritchett, Henrik Wann Jensen and Rasmus Tamstorf

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