Every Strand Counts: Physics and Rendering Behind Frostbite’s Hair
Jon Valdés has been working as a rendering engineer at Frostbite for the last 4 years, where he’s helped build the technology behind games like FIFA, Anthem or Star Wars Battlefront II. He’s been part of the Image Quality group, where he has focused mainly on global illumination, post effects, and realistic hair rendering.
Strand-based hair can produce amazing results, but using it in real time for games has been a technical challenge for years. This session covers the advances realized by the Frostbite team on the subject and explains improvements in rendering and simulation. From a rendering standpoint, we will present a new rendering pipeline specifically designed for strand hair rendering, and the substantial improvements in visual quality this new system gives to a shipping game. From a simulation standpoint, we will give some details on our Eulerian/Lagrangian model and its various applications, our different constraints and our style preservation technique. We will also explain why we believe Strand-Based Hair is an improvement for authoring hair content in addition to quality of rendering and simulation.