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Hair and Fur Rendering in 'Diablo II: Resurrected'

Ace Stapp  (Senior Software Engineer, Blizzard Entertainment)

Location: Room 202, South Hall

Date: Friday, March 25

Time: 1:30 pm - 2:30 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: Yes

This sessions explores the rendering technology behind the hair and fur of Diablo II: Resurrected's iconic characters: the Druid with his wolves and bears, the luxuriant shag of the Gargantuan Beast, Andariel's gravity-defying locks, and many more.

Most realtime hair systems have developed in the legacy of the physically based models of Marschner The model of d'Eon adds energy conservation to Yan's double cylinder fur model. D2R implements a variation of the d'Eon model with a simple parameter factorization that yields physically based, energy conserving lighting with excellent performance.

The heart of the hair and fur rendering is tracing gaussian ray bundles into, through, and out of the hair. This session gives technical details of the entire hair rendering pipeline as well as the compromises, frictions, and failures during development.


Attendees learn how Diablo II: Resurrected renders hair and fur for Diablo's characters, creatures, demons, and undead. They will leave with a good understanding of hair light transport and the algorithms used in D2R, including ray tracing fibers, computing bulk scattering, and runtime lighting evaluation.

Intended Audience

Midlevel rendering engineers will enjoy the presentation and learn a good deal about hair shading. Engineers familiar with fiber rendering will come away with some new ideas, tips, and tricks. Some knowledge of light transport, including surface models, refraction, and participating media is suggested.