A few weeks ago I came across an interesting dissertation that talked about using tessellation with Direct3D11 class GPUs to render hair. This reminded me of my experiments in tessellation I was doing a few years ago when I started getting into D3D11 and more specifically a fur rendering one which was based on tessellation. I dug around and found the source and I decided to write a blog post about it and release it in case somebody finds it interesting.
Before I describe the method I will attempt a brief summary of tessellation, feel free to skip to next section if you are already familiar with it. Continue reading “Rendering Fur using Tessellation”