real time hair prototype

March 15, 2011

A test to create real-time realistic looking hair on the gpu.

I used instanced quads to render out the strands using two end points as inputs for each strand encoded in a pixel buffer. the pixel buffer was run through a verlet physics algorithm inside a GLSL pixel shader and then input into a vertex shader which created tubes from a set of instanced quads using cubic splines, transport frames and trigonometry. A bloom effect was added to the final render. Eventually I would like to attach this setup to a camera feed with face tracking to create a virtual hair cut app.

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