[Bf-cycles] GSoC - Hair shaders for cycles strand
Brecht Van Lommel
brechtvanlommel at pandora.be
Sat Apr 20 22:42:16 CEST 2013
On Sat, Apr 20, 2013 at 6:49 PM, Girish Ramesh <rgirish28 at gmail.com> wrote:
> I was wondering whether implementing the Marschner model (
> http://www.cs.cornell.edu/~srm/publications/SG03-hair-lr.pdf) or the Dual
> Scattering model (http://www.cemyuksel.com/research/dualscattering/) as
> advanced shaders for cycles strand rendering would make a good project.
> Maybe, if time permits, I can tackle GPU support for cycles strand or it
> could be another possible project altogether. Please do share your thoughts
> on my ideas. Thanks!
Stuart is working on a hair BSDF (a newer version of the Marschner
model I think). So that's not really an option for a summer of code
project, I don't know what the exact status is but this will probably
already be done in the next 1-2 months.
Dual scattering is not a BSDF but an algorithm to compute light
scattering in hair more efficiently. If I remember correctly, when
lighting hair, rather than letting the rays scatter through the hair
you'd trace a straight line them and record the intersections, which
are then used to compute an approximation of the scattering. It's
quite a difficult thing to get working and integrate well.
I don't know if you're just starting out or are already more
experienced with rendering, if you haven't worked much on a render
engine before I suggest picking something else. Probably you have seen
the ideas page:
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