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Real Time Fur in WebGL SEDDI

The implemented fur rendering method is described in this paper: https://hhoppe.com/fur.pdf.

For rendering shells it uses WebGL instance rendering, fins are precomputed at mesh load and combing is achieved using transform feedbacks where new hair direction is computed and stored.

Future improvements

  • Better image sampling for less aliasing. (specially in sub-pixel fin rendering)

  • Use geometric hair model to sample shell and fins textures on the fly. Right now it uses a procedural perlin noise texture computed on the fly for the shell texture and a precomputed fin texture.

  • Use a better shading algorythm. Right now uses a slightly modified Kajiya´s method, which is not physically based and has a lot of short-commings. The good thing about it is that is fast for web apps.

  • IO Support for mobile-phones.

Screenshots

Screenshot from 2024-03-05 11-03-08

Screenshot 2023-03-03 125612

Used Libraries