From PhysX Wiki
|Type:||Hair and Fur Simulation|
NVIDIA HairWorks is a real-time solution for rendering and simulation of hair and fur, consisting of multiple invididual strands.
In comparison to other NVIDIA's GPU accelerated physics engines, HairWorks is utilizing DirectCompute API, which opens it for AMD users as well.
Underlaying physics solver is based on algorithms that were described in "Fast Simulation of Inextensible Hair and Fur" paper.
- Hardware agnostic DirectCompute implementation.
- DX11 based rendering (tesselation, instancing, shadow and shading for each hair strand).
- Support for various curve based object such as hair, fur, grass, etc.
- Collisions with character mesh.
- Various grooming function such as stiffness, waviness, clumping, length variation, etc.
- Authoring pipeline using guide curves, growth mesh, and texture mask based control of various attributes.
- Up to 40 different parameters to control shape of hairs, density, clumping, waviness, simulation stiffness, shape preservation control, gravity, wind, inertia, collision offset, shading, etc.
- LOD system.
- Real time editing in viewer.
HairWorks source code (released March 2016) can be accessed on GitHub | separate registration required (registration guide)
- HairWorks source repository - http://github.com/NVIDIAGameWorks/HairWorks
Games and game engine integrations
NVIDIA HairWorks solution was used in following games (most notable examples):
- The Witcher 3 (PC)
- Far Cry 4 (PC)
- Call of Duty: Ghosts (PC)
NVIDIA HairWorks solution is integrated into following engines:
- Unreal Engine 4 (Epic Games)
- REDengine 3 (CD Projekt RED)
- Introducing NVIDIA HairWorks: fur and hair simulation solution - Q&A with NVIDIA