"A peculiar alliance has recently come into life. Forces from the extreme left, the extreme right, environmentalist groups, trade unions of developed countries and some self-appointed representatives of civil society, are gathering around a common endeavour: to save the people of developing countries from... development."
- Ernesto Zedillo, former President of Mexico

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Hair
Monday, April 3, 2006 | Permalink

Executable
Source code
Hair.zip (925 KB)

Required:
R2VB
Pixel shader 2.0
This demo illustrates a hair simulation using R2VB. The hair consist of a large number of strands. Each strand is a line in a render target, and each node in the strand is represented by a pixel in the render target. The simulation is similar to a typical cloth simulation, except springs only connect in one direction, along the strands. The first node of every strand (the leftmost column of pixels) are locked to the moving balloon head. The rest of the hair will follow it wherever the head is bouncing. Collision is computed against the head and the floor.

Currently the demo draws the hair as lines. This has the effect that the hair will look thinner in bigger resolutions or when the head is close up. An easy fix for that would have been to scale the line width as appropriate. Unfortunately, D3D doesn't expose any way to draw wide lines. With additional work a shader could have expanded the lines into a triangle strip with adjustable width, but I was too lazy to do that.

This demo should run on Radeon 9500 and up.