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	<title>Comments on: TressFX &#8211; For Salon Beautiful Hair in Your Virtual Home</title>
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	<item>
		<title>By: Jamie Fletcher</title>
		<link>http://techgage.com/news/tressfx-for-salon-beautiful-hair-in-your-virtual-home/#comment-965</link>
		<dc:creator>Jamie Fletcher</dc:creator>
		<pubDate>Wed, 27 Feb 2013 19:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://techgage.com/?post_type=news&#038;p=18763#comment-965</guid>
		<description><![CDATA[Yes, because tesselated hair is using existing geometry and extrapolating detail out of it through subdivision. This TressFX technique creates brand new, individual strands of hair, as well as bunching, and applies physically simulated properties to it, such as weight and collision detection. Similar techniques have been used in the past with professional 3D modelling, where you &#039;paint&#039; key-hairs on to a model, that define properties such as hair density/strands/length, etc. Build up enough key-hairs over a target model and you&#039;re left with a hedgehog pre-render, and beautifully rendered, realistic hair, post-render.


The problem is computational complexity, so various methods have to be used to simplify the geometry to make it suitable for real-time rendering, especially if you want such wonders as Ambient Occlusion, self-shadowing and transparancy-based Anti-Aliasing. It&#039;s predominantly a software side issue for scaling purposes, to make things realistic without burdening excessive geometry onto the GPU with no real artistic effect.]]></description>
		<content:encoded><![CDATA[<p>Yes, because tesselated hair is using existing geometry and extrapolating detail out of it through subdivision. This TressFX technique creates brand new, individual strands of hair, as well as bunching, and applies physically simulated properties to it, such as weight and collision detection. Similar techniques have been used in the past with professional 3D modelling, where you &#8216;paint&#8217; key-hairs on to a model, that define properties such as hair density/strands/length, etc. Build up enough key-hairs over a target model and you&#8217;re left with a hedgehog pre-render, and beautifully rendered, realistic hair, post-render.</p>
<p>The problem is computational complexity, so various methods have to be used to simplify the geometry to make it suitable for real-time rendering, especially if you want such wonders as Ambient Occlusion, self-shadowing and transparancy-based Anti-Aliasing. It&#8217;s predominantly a software side issue for scaling purposes, to make things realistic without burdening excessive geometry onto the GPU with no real artistic effect.</p>
]]></content:encoded>
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		<title>By: Marfig</title>
		<link>http://techgage.com/news/tressfx-for-salon-beautiful-hair-in-your-virtual-home/#comment-964</link>
		<dc:creator>Marfig</dc:creator>
		<pubDate>Wed, 27 Feb 2013 19:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://techgage.com/?post_type=news&#038;p=18763#comment-964</guid>
		<description><![CDATA[&quot;Per-Pixel Linked-List Order Independent Transparency DirectCompute Real-time Physics Simulated TressFX Hair&quot;



Now say it really fast.


Anyways, does it beat Tessellated hair? Does it not?]]></description>
		<content:encoded><![CDATA[<p>&#8220;Per-Pixel Linked-List Order Independent Transparency DirectCompute Real-time Physics Simulated TressFX Hair&#8221;</p>
<p>Now say it really fast.</p>
<p>Anyways, does it beat Tessellated hair? Does it not?</p>
]]></content:encoded>
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	<item>
		<title>By: Rob Williams</title>
		<link>http://techgage.com/news/tressfx-for-salon-beautiful-hair-in-your-virtual-home/#comment-963</link>
		<dc:creator>Rob Williams</dc:creator>
		<pubDate>Wed, 27 Feb 2013 18:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://techgage.com/?post_type=news&#038;p=18763#comment-963</guid>
		<description><![CDATA[I have LOL&#039;d at this too many times.]]></description>
		<content:encoded><![CDATA[<p>I have LOL&#8217;d at this too many times.</p>
]]></content:encoded>
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