| In|Framez® Papers |
The test machine was chosen with quite-low configuration to emphasize the rendering time and show clear differences between the techniques. The test machine's specs are:
| AA Min | -1 |
| AA Max | 1 |
| AA Sample filter type | Triangle |
| AA Sample filter size | 2 |
| BSP Max Depth | 45 |
| BSP Max Leaf Size | 10 |
| ShadowMap Resolution | 1024 |
| ShadowMap Sampling | 24 |
| Volumic ShadowMap Sub-Sampling | 2 |
| AreaLight U Sampling | 3 |
| AreaLight V Sampling | 3 |
The following graphs show the rendering time for each method with different hair count.
You’ll notice how “Depth Tinting” is an all-case winner.
The rendering results produced are quite acceptable in comparison to the other methods with longer rendering times.
| Hair Count (strands) | Ray-traced | Area Light | Shadow Map | Depth Tinting |
|---|---|---|---|---|
| 4000 | 127.11 | 704.56 | 67.84 | 45.29 |
| 8000 | 274.66 | 1395.26 | 99.13 | 62.24 |
| 12000 | 345.1 | 2149.26 | 118.35 | 74.36 |
| 16000 | 421.93 | 2400.71 | 138.23 | 78.98 |
| 20000 | 491.35 | 2926.08 | 159.69 | 85 |
| Hair Count (strands) | Ray-traced % | Area Light % | Shadow Map % |
|---|---|---|---|
| 4000 | 280.65798 | 1555.66 | 149.790241 |
| 8000 | 441.29177 | 2241.74 | 159.270566 |
| 12000 | 464.0936 | 2890.34 | 159.15815 |
| 16000 | 534.22385 | 3039.64 | 175.018992 |
| 20000 | 578.05882 | 3442.45 | 187.870588 |
| (20000/4000) % | 2.0596557 | 2.21285 | 1.25422449 |
Although this technique has potential as a rendering time/quality balance, it still has limitations at the moment,
which prevent it from being used widely in rendering hair in XSI or any similar package that depends on the
“Hair & Shave Cut” hair system.
These limitations can be listed as the following…
For viewing an actual test drive of this technique, you can download the Querks demo that is based completely on this technique, each frame took about 45 secs on the mentioned test hardware and rendering settings.