TressFX
Sign in to saveAMD TressFX is a software library which provides for advanced simulation and rendering of hair, fur, and grass to be processed by the GPU. The initial library was written to perform well on AMD's GCN-based products. Version 3 was released on January 26, 2016, and works solely with Direct3D 11 and utilizes DirectCompute.
Source code
The TressFX library is AMD's hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur. The TressFX/Radeon® Cauldron sample is built on top of Radeon® Cauldron, which is an open sourced framework used at AMD for sample creation. It supports both DirectX® 12 and Vulkan® through a custom wrapper layer. For more information about Radeon® Cauldron, or to download the source/examples, please refer to With this release we aim to make it easier for developers to integrate TressFX into an existing codebase. Additionally, TressFX 4.1 provides some performance and feature updates compared to TressFX 4.0 including faster Velocity Shock Propagation, simplified Local Shape Constraints, a reorganization of dispatches, new rendering features, extensive documentation and tutorials as well as an updated TressFX Exporter for Autodesk® Maya®. This release also demonstrates TressFX integration with Epic Games Unreal Engine (4.22), a minimal integration but with multiple TressFX components, features, and rendering and simulation materials to help ease-of-use within Unreal engine. Developers wishing to further the integration or customize it for their own requirements should find this basic level of integration a helpful first step in that process. Highlights include the following: Designed for optimized rendering and simulation Hair and fur support, with high quality anti-aliasing Animation/skinning support Epic Games Unreal 4.22 engine integration (engine patch available) TressFX/Radeon® Cauldron implementation Autodesk® Maya® plugin provided for hair/fur and collision authoring Full source code provided New in TressFX 4.1 TressFX/Radeon® Cauldron implementation with full source code (DirectX® 12 and Vulkan®) Optimized physics simulation shaders allowing more hair to be simulated in real-time faster Velocity Shock Propagation, simplified Local Shape Constraints, reorganization of dispatches New rendering features StrandUV and Hair Parameter Blending New Level of Detail (LOD) system Extensive documentation and tutorials Updated Autodesk® Maya® Exporter with new UI and new features/error checking TressFX/Epic Games Unreal 4.22 engine integration (patch under Epic Games Unreal GitHub repository) (See Hair Parameter Blending currently only available under TressFX/Unreal. Please see included documentation for more details. New in TressFX 4.0 Hair is skinned directly, rather than through triangle stream-out. Signed distance field (SDF) collision, including compute shaders to generate the SDF from a dynamic mesh. New system for handling fast motion. Refactored to be more engine / API agnostic. Example code includes compute-based skinning and marching cubes generation. DirectX® 12 support This is to provide an easy starting point for developers that want to integrate TressFX with their own technology. To that end, this update iterates on the "Engine Interface" that was introduced with TressFX 4.0. Both the renderer and the simulation go through this interface. Developers that wish to implement their own hair rendering solution can use this interface to integrate into their own pipeline. They can use the renderer we provide as a guide. The hair simulation consists of asset loading code and the TressFX compute shaders which should be self contained enough to be integrated into another codebase without substantial changes to the source files. To do this, a developer can implement all necessary functions using our Engine Interface, or replace it with their own calls and data structures (the latter method would be similar to the AMD TressFX/Epic Games Unreal integration, which is tightly bound to Unreal engine architecture). For more information, please consult the included documentation (for both TressFX/Radeon® Cauldron and TressFX/Epic Games Unreal engine integration). Prerequisites AMD Radeon&trade
Excerpt from the source-code README · 8,991 chars · not written by Vinony
Wikidata facts
Show 3 more facts
- inception
- 2014-00-00
- source code repository URL
- github.com/GPUOpen-Effects/TressFX
- software version identifier
- 5.0.0
Sources (3)
via Wikidata · CC0
~5 min read
Article
11 sectionsContents
- Motivations for development and origins
- Versions
- Version 1.0
- Version 2.0
- Version 3.0
- Version 4.0
- Version 4.1
- PureHair
- See also
- References
- External links
AMD TressFX is a software library which provides for advanced simulation and rendering of hair, fur, and grass to be processed by the GPU. The initial library was written to perform well on AMD's GCN-based products. Version 3 was released on January 26, 2016, and works solely with Direct3D 11 and utilizes DirectCompute.
A competing solution offered by Nvidia is HairWorks which is part of their Nvidia GameWorks suite and is proprietary in nature.