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Lecture 14: Material Modeling (51)
stuurge

Nvidia implemented this model (actually a mix of Kajiya-Kay and Marschner models) in their Nalu Demo from 2005: https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-23-hair-animation-and-rendering-nalu-demo

The website provides deeper insight into how they rendered the polygonal representation of the hair, reflections, and how to apply it to "non-hair" objects such as fins.

reinaw1012

Does the Kajiya-Kay model assume each strand is a straight cylinder? If so, how do we deal with curly hair?

stuurge

I would assume that to have curly hair, we would use some kind of spline/bezier curve with a small number of control points (too many and it is computationally intensive). Although the curly hair would be somewhat visible with some set of control points per "strand", it would be blocky or sharp. A fix for this is probably through interpolation and/or tesselation (we did this in assignment 2 minus the tesselation) which would yield curly hair where lighting can actually be accurately reflected from the strands.

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