[Bf-cycles] GSoC - Hair shaders for cycles strand

Girish Ramesh rgirish28 at gmail.com
Sat Apr 20 23:50:48 CEST 2013


Hi.

Thanks for the reply. I understand the Dual scattering model is only an
approximation but it would be a good addition to the marschner model as
marschner only handles single scattering of fibres and not multiple
scattering within the hair volume. Dual scattering is hard to integrate
with the system, but does provide better results for blonde and lighter
coloured hair.

I am quite experienced with rendering as I have worked on hair models and
physically based rendering extensively and will be pursuing my phd in the
area in July.    I could take up some of the ideas presented on the ideas
page but wanted to tackle hair rendering in particular as it is my research
area. Do let me know what you think.

Cheers,
Girish

On 21 April 2013 02:12, Brecht Van Lommel <brechtvanlommel at pandora.be>wrote:

> Hi,
>
> 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 Stuart is working on a hair BSDF (a newer version of the Marschner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:
>
> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2013/Ideas#Rendering
>
> Thanks,
> Brecht.
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