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How Are Games Rendering Fur?

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Acerola

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It's easy to understand why fur is extremely problematic with its high density of objects and physical complexities, but somehow games have been rendering it for years! How could something so complex be so easily simplified?

Topics covered: Hair and its rendering complexities, shell texturing, half lambert, shell texturing applications, limitations of the technique, and overdraw

Code: https://github.com/GarrettGunnell/She...

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Resources:
https://hhoppe.com/fur.pdf
https://xbdev.net/misc_demos/demos/fu...
https://thegamedev.guru/unitygpuper...
https://www.gamedev.net/forums/topic/...

Music:
Afternoon Break Persona 3 OST
This Mysterious Feeling Persona 3 OST
Midori Eyes Paradise Killer OST
During The Test Persona 3 OST
Junes Theme Persona 4 OST
Every Day Is Night VA11 HallA OST
Underground Club VA11 HallA OST
Those Who Dwell In The Shadows VA11 HallA OST
Your Love Is A Drug VA11 HallA OST
GO!GO!STYLE Paradise Killer OST
Joy Persona 3 OST
Sandgem Town Pokemon Diamond OST
Like A Dream Come True Persona 4 OST
Layer Cake Persona 5 OST
Prof. Omochao Sonic Adventure 2 OST

Thanks for watching!

This video is dedicated to my friend, Alotryx.

#acerola #graphics #gamedev #unity3d #graphics #shaders

posted by halkultcg