NVIDIA HairWorks
NVIDIA HairWorks enables users to simulate and render fur/hair and anything with fibers to provide a truly interactive game experience. The technology originates from multiple simulation and rendering technologies that NVIDIA has developed in the past. This combines rendering technologies for human hair (GDC 2008) as well as various simulation technologies shown in multiple events (Fur Demo - GDC2012). To make the hair/fur technologies a product, NVIDIA engineers have put together these existing technologies as well as adding new techniques to deal with deforming animal character and to make sure the whole authoring pipeline goes smoothly for multiple types of fur and characters
- Supports off-the shelf grooming tools
- Supports collision shapes
- Shape & style control
- Self shadowing
- Body to hair shadow casting
- Wind interaction
- Level of Detail
- Scalability
- Real time editing in viewer
| Platforms | PC |
|---|---|
| Dependencies | DX11 |
| Tools | 3dsMax/Maya/Previewer |
NVIDIA HairWorks in Game/Demo Examples
Call of Duty:Ghost
NVIDIA HairWorks was used for the dynamic fur simulation of Riley and the wolves. Each fur asset has about 400-500K hair strands. Most of these hairs are dynamically created on the fly inside GPU from roughly 10K guide hairs that are simulated and provide basis for further tessellation.
Witcher 3 : Wild Hunt
The upcoming Witcher 3 game will be making use of NVIDIA HairWorks technology. At E3 a preview of the real-time fur simulation was shown.


