Information
- Publication Type: Journal Paper with Conference Talk
- Workgroup(s)/Project(s):
- Date: July 2026
- Journal: Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Volume: 9
- Open Access: yes
- Number: 4
- Location: San Francisco, USA
- Lecturer: Lukas Lipp
- Article Number: 58
- ISSN: 2577-6193
- Event: 2026 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
- DOI: 10.1145/3820015
- Conference date: 13. May 2026 – 15. May 2026
- Keywords: real-time rendering, hair rendering, software rasterization
Abstract
In 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.Additional Files and Images
Weblinks
- DOI: 10.1145/3820015
BibTeX
@article{LIPP-2026-HAIR,
title = "High-Performance Real-Time Implicit Strand-Based Hair
Rendering via Software Rasterization",
author = "Lukas Lipp and Adrian Jarabo and Michael Wimmer and Lukas
Bode",
year = "2026",
abstract = "In 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.",
month = jul,
journal = "Proceedings of the ACM on Computer Graphics and Interactive
Techniques",
volume = "9",
number = "4",
articleno = "58",
issn = "2577-6193",
doi = "10.1145/3820015",
keywords = "real-time rendering, hair rendering, software rasterization",
URL = "https://www.cg.tuwien.ac.at/research/publications/2026/LIPP-2026-HAIR/",
}