Real-Time Hair Rendering With Deep Opacity Maps | Two Minute Papers #171

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The paper "Deep Opacity Maps" is available here:

Unofficial implementation:

Recommended for you:

Two Minute Papers Merch:

WE WOULD LIKE TO THANK OUR GENEROUS PATREON SUPPORTERS WHO MAKE TWO MINUTE PAPERS POSSIBLE:
Andrew Melnychuk, Christian Lawson, Dave Rushton-Smith, Dennis Abts, e, Esa Turkulainen, Kaben Gabriel Nanlohy, Michael Albrecht, Michael Orenstein, Sunil Kim, Torsten Reil, VR Wizard.

Károly Zsolnai-Fehér's links:
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doesn't matter how old the papers are. Most of us usually don't have time to read all papers in the world, that's why we subscribed, so you read them for us, and break it down on a 3 min video :-) You have NO idea how much time you are saving us! - keep them coming! - the new and the old!

eerereps
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I love this channel. True research says that it takes an average of 12.5 years for journal published ideas to go to pilot or commercial scale. With this channel that path can be accelerated. So I don't see a problem covering older papers, we must start from somewhere. Kudos @3-minute papers

e
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Another reason to bring up old papers is that the techniques may have applied to prerendered renderers before and now may apply to real-time environments. The shader model may have finally caught up. With these techniques layered on top of one another, they are creating new levels of graphics. Mostly old techniques that were developed for films are now real-time.

chikato
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This is easily one of my favorite channels on YouTube

hlyrs
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Understanding state-of-the art techniques requires knowledge of how stuff has been done in the past.
If there is a very important paper in a field, you should probably know about that so you can reason a bit better about new ones, that might be influenced by those.
I love the way you do your show :)

crpr
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I haven't known this so far, and i think it's often not used in game development (im a dev)... So great to know knowledge!

zhorky
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Just this channel is now more interesting than TED talks! Thank you!

almarma
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Holy moly. This is great. I'm going to look deeper into this and I might be implementing this into our next game.

kevincomerford
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The teapot is like "duuude!"

FritzSchober
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awesome, thanks. Good explanations for covering older papers. Though I still sort of yawned and crave for the new ones :-(

userou-igze
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Isn't this also great for self-shadowing alpha-blended particles?

Edit: The implementation you linked doesn't really do deep opacity maps. He's raymarching against the density field, which is trivial. If I understand correctly, deep opacity maps are just opacity shadow maps plus that depth offset optimization. I don't know if that implementation can even be called shadow mapping.

mven
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Could you use this to simulate skin subsurface scattering since skin has multiple layers?

eborge
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I'm going to implement Luxrender into my pipeline if you implemented this into your renderer

RaulDiazd
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Where do you think simulation research(fluids, fracture, etc) is going now? It seems we have already achieved great visual results using full hardware capability.

netolcc
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maybe make episode 200 the last two-minute papers episode and go into three-minute papers, since you tend to go longer these days and less of a time constraint might do you better.

MrRyanroberson
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Amazing! I think Batman Arkham Knight used something like this, but it looked abit weird, as if the layers were too translucid. I'm far from sure if this (layering) was the actual technique they used, though.

yvesgomes
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Any video about the Dunning-Kruger effect I consider a PSA.

smaakjeks
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First comment, fourth like. The viewers are definitely more adult than on other channels :)

hassiaschbi
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Has this been implemented in a retail game already? My beef with most games is that grass and other foliage, besides hair, tend to look rather flat.

blakegriplingph
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What is old can be new again; am I not correct. If Karoly publishes older papers, so be it.

christopher