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Hair and strand rendering

Fine geometry, capsule clustering and workload organisation for real-time strand rendering.

Strand rendering on a mobile GPU, the same asset rendered twice and set side by side - which is how a change is shown not to have cost image quality.
Strand rendering on a mobile GPU, the same asset rendered twice and set side by side - which is how a change is shown not to have cost image quality.

A workload made of fine structures

Hair is not simply a dense triangle mesh. Large numbers of fine strands create difficult visibility and execution patterns. Grouping those strands and choosing how the GPU processes them can substantially change the shape of the workload.

The images on this page were rendered on a mobile GPU, which is the part of the claim that matters. Strand rendering at this quality is not remarkable on a desktop part with the power and bandwidth to spend; doing it inside a mobile budget is a different problem, and it is the one this work was about.

Clustering and execution

That work included capsule clustering and comparisons of global-pixel and groupshared execution paths. We measured how the organisation and size of the workload affected GPU execution time.

This is implementation-level research: a useful answer needs the data representation, GPU path and measurement conditions together. It also needs to preserve the visual behaviour that the application requires.

Explore the hair-rendering project.

A few useful answers.

Is this only material shading?

No. Geometry representation, clustering and distribution of GPU work are central parts of the investigation.

Is there a concrete project behind this capability?

Yes. Traverse worked on hair-strand rendering for a platform holder during 2024–2025.

Can one experiment's timings be applied to another scene?

No. Timings depend on the representation, workload size, hardware and execution path.

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