High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization 58
Lukas Lipp, Adrian Jarabo, Michael Wimmer, Lukas BodeIn this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are often restricted to high-end hardware and typically applied to only a small number of hero characters. Hair meshes have proven to be an efficient representation capable of handling a wide variety of groom styles, but existing mesh shader-based implementations still suffer from significant bottlenecks. In this work, we address these limitations with a software rasterization approach that improves performance and compatibility. Our method enables efficient far-field strand-based hair rendering—even at a single sample per pixel—by combining deferred shading with a strand filtering and reconstruction step, while requiring only minimal hardware support. To further enhance scalability, we introduce a level-of-detail (LOD) scheme that adapts hair representation and shading complexity based on viewing distance and screen-space coverage, reducing computational cost further while preserving visual fidelity. To the best of our knowledge, this is the first approach to achieve this combination of efficiency, flexibility, scalability, and broad hardware compatibility.