Nvidia's RTX Hair: Spheres for Hyper-Realistic Digital Humans

Theverge

Nvidia is set to introduce its latest leap in real-time rendering, dubbed “RTX Hair,” promising a significant upgrade to how digital characters, especially their notoriously complex hair, appear in video games. The first title slated to benefit from this advanced technology is Bethesda’s highly anticipated Indiana Jones and the Great Circle, which will receive the feature in an update next month. This development represents a notable shift in rendering methodology, moving away from traditional polygon-based hair models towards a more sophisticated approach.

At the core of RTX Hair is a fundamental change in how individual strands are constructed and illuminated. Rather than relying on a multitude of tiny triangles to approximate hair follicles, Nvidia’s new system employs spheres. This innovative technique, enabled by new hardware capabilities within the RTX 50-series GPUs, leverages dedicated hardware acceleration for ray tracing of hair and fur, alongside support for what Nvidia refers to as the Linear Swept Sphere (LSS) primitive. The company touts LSS as a crucial stride toward achieving truly high-quality, real-time digital humans.

The advantages of this sphere-based rendering are multifaceted. Visually, it promises to deliver hair that appears remarkably fuller and more realistic, enhancing the overall fidelity of digital characters like the virtual rendition of Harrison Ford in the upcoming Indiana Jones adventure. Beyond mere aesthetics, the technology is engineered to significantly improve how light interacts with hair, resulting in more accurate and dynamic lighting and shadows. Crucially, these visual enhancements are designed to be achieved while maintaining optimal game performance and without imposing excessive demands on system memory, addressing a long-standing challenge in game development where realistic hair often comes at a steep computational cost.

Historically, rendering believable hair has been one of the most formidable hurdles in computer graphics, often requiring immense processing power to simulate the millions of individual strands and their complex interactions with light. Developers have frequently resorted to various compromises, from simplified textures to less dense hair models, to ensure smooth gameplay. Nvidia’s RTX Hair, delivered as an update to the real-time path tracing mode in Indiana Jones and the Great Circle, signals a potent new tool in the ongoing quest for photorealism. This advancement not only elevates the visual quality of specific game elements but also marks a broader step forward in creating more immersive and believable virtual worlds, pushing the boundaries of what is possible in real-time character rendering.