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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

A Deep Dive into Frostbite's Hair Rendering Tech

Yasin Uludag  (Software Engineer, Electronic Arts)

Jon Valdes  (Software Engineer, Electronic Arts)

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: N/A: I would like to deliver a virtual presentation only

The new Frostbite strand-based hair system shipped in FIFA 21 on PS5 and XBox Series X, to great reception. This talk goes into details of the custom compute-based software rasterizer underpinning the Frostbite hair rendering system, including its architecture, the techniques used to achieve great-looking hair, and how it was heavily optimized for next-gen consoles.

Takeaway

Attendees leave the presentation with a thorough understanding of how to efficiently use current graphics hardware to render realistic strand-based hair, and what challenges arise when trying to make it production-ready on a shipping game.

Intended Audience

This presentation is intended for rendering engineers or technical directors with previous experience in graphics programming, interested in understanding the challenges in implementing realistic hair rendering on modern hardware