EDIT:
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http://schedule.gdconf.com/session/...universe-projects-tressfx-30-presented-by-amd
Slides from the "Augmented Hair in Deus Ex Universe Projects – TressFX 3.0" can be downloaded from http://developer.amd.com/resources/documentation-articles/conference-presentations/
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http://schedule.gdconf.com/session/...universe-projects-tressfx-30-presented-by-amd
Augmented Hair in Deus Ex Universe projects: TressFX 3.0 (Presented by AMD)
In this talk, engineers from Eidos and AMD detail the TressFX 3.0 solution used in Dawn Engine which will be the cornerstone to the development of the Deus Ex Universe projects at the studio. We show how Eidos graphics engineers built upon TressFX to break new grounds and deliver a realistic and scalable hair solution in the Dawn Engine for PC and consoles. With a focus on game requirements such as artistic control and animation support this talk will cover the practical considerations of a full TressFX pipeline, from authoring to rendering. In addition, for simulation, we address topics such as collisions, shape preservation, stretching, and wind. For rendering, we discuss how to blend strands with traditional hair meshes, antialiasing solutions, and translucency sorting techniques. We will also cover the latest TressFX 3.0 advancements from AMD, including skinning and fur support, an open source Maya plugin, and new rendering options for optimum scalability.
Takeaway
Attendees will learn what quality and performance improvements and trade-offs were made in the Dawn engine TressFX implementation that will be used in the studio's upcoming titles. They will also see what features a full TressFX pipeline needs to support for AAA game development. And they will learn the latest advancements found in TressFX 3.0.