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Hair and strand rendering

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

Engineering illustration of fine strands and clustered representations.
Engineering illustration of fine strands and clustered representations.

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.

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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