Nvidia RTX Hair replaces triangle-based hair geometry with linear swept sphere (LSS) primitives to model individual strands as thick, round 3D lines with varying radii. Chaining multiple LSS elements creates smooth 3D curves that preserve common hair shapes while avoiding sharp polygonal angles. The approach reduces VRAM overhead compared with dense triangle meshes and enables improved lighting and shadowing on strands. An RTX update timed for September will bring RTX Hair support to games, including visual upgrades in Indiana Jones and the Great Circle DLC, delivering more realistic hair without excessive performance cost.
Nvidia's solution is to change the shapes used to model hair. Instead of using traditional sequences of triangles, RTX Hair uses Nvidia's new linear swept sphere (LSS) primitive - a thick, round 3D line with varying radii. Multiple linear swept spheres can be chained together to build 3D curves, sharing vertices at overlaps. When multiple LSSs are chained into strands and the camera is pulled back, the sharp angles melt away and the thick lines become thin smooth curves.
Multiple linear swept spheres can be chained together to build 3D curves, sharing vertices at overlaps. When multiple LSSs are chained into strands and the camera is pulled back, the sharp angles melt away and the thick lines become thin smooth curves. Nvidia says this allows rendered strands to better fit common hair shapes while keeping the demands on VRAM reasonable and enabling better lighting and shadows.
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