{"title":"用tresfx为你的角色添加更多的生命","authors":"J. Lacroix","doi":"10.1145/2503541.2503639","DOIUrl":null,"url":null,"abstract":"For many years, video game developers have been striving to realize fully simulated and rendered hair at interactive frame rates. This presentation focuses on how Crystal Dynamics, with support from AMD, crafted one of the first real-time, GPU-driven hair solutions for games.","PeriodicalId":299929,"journal":{"name":"SIGGRAPH Computer Animation Festival","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Adding more life to your characters with TressFX\",\"authors\":\"J. Lacroix\",\"doi\":\"10.1145/2503541.2503639\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"For many years, video game developers have been striving to realize fully simulated and rendered hair at interactive frame rates. This presentation focuses on how Crystal Dynamics, with support from AMD, crafted one of the first real-time, GPU-driven hair solutions for games.\",\"PeriodicalId\":299929,\"journal\":{\"name\":\"SIGGRAPH Computer Animation Festival\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-07-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH Computer Animation Festival\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2503541.2503639\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Computer Animation Festival","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2503541.2503639","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
For many years, video game developers have been striving to realize fully simulated and rendered hair at interactive frame rates. This presentation focuses on how Crystal Dynamics, with support from AMD, crafted one of the first real-time, GPU-driven hair solutions for games.