AMD TressFX Featured in Tomb Raider: Lara Croft Reborn
AMD has been teasing with a small TressFX feature for the past couple of days. We can uncover what this really is, it is a new more realistic hair simulation that will be introduced in Tomb Raider: Lara Croft Reborn. Since the dawn of the 3D era, characters in your favorite games have largely featured totally unrealistic hair: blocky and jagged, often without animation that matches your character’s movements. Many games have attempted to disguise the problem with short haircuts, updos, or even unremovable helmets. But why? Simply: realistic hair is one of the most complex and challenging materials to accurately reproduce in real-time. Convincingly recreating a head of lively hair involves drawing tens of thousands of tiny and individual semi-transparent strands, each of which casts complex shadows and requires anti-aliasing. Even more challengingly, these calculations must be updated dozens of times per second to synchronize with the motion of a character.
A New Frontier of Realism
Lara Croft is an iconic character with an equally iconic ponytail. Re-imagining Lara and her haircut for the 2013 release of Tomb Raider wasn’t just an opportunity to modernize the character, it was an opportunity to substantially advance in-game realism by tackling the long-standing challenge of unrealistic hair. Through painstaking collaboration between software developers at AMD and Crystal Dynamics, Tomb Raider proudly features the world’s first real-time hair rendering technology in a playable game: TressFX Hair.
The Science of TressFX Hair
TressFX Hair revolutionizes Lara Croft’s locks by using the DirectCompute programming language to unlock the massively-parallel processing capabilities of the Graphics Core Next architecture, enabling image quality previously restricted to pre-rendered images. Building on AMD’s previous work on Order Independent Transparency, this method makes use of Per-Pixel Linked-List data structures to manage rendering complexity and memory usage.
DirectCompute is additionally utilized to perform the real-time physics simulations for TressFX Hair. This physics system treats each strand of hair as a chain with dozens of links, permitting for forces like gravity, wind and movement of the head to move and curl Lara’s hair in a realistic fashion. Further, collision detection is performed to ensure that strands do not pass through one another, or other solid surfaces such as Lara’s head, clothing and body. Finally, hair styles are simulated by gradually pulling the strands back towards their original shape after they have moved in response to an external force.
Graphics cards featuring the Graphics Core Next architecture, like select AMD Radeon HD 7000 Series, are particularly well-equipped to handle these types of tasks, with their combination of fast on-chip shared memory and massive processing throughput on the order of trillions of operations per second.
Check out some screenshots below (click thumbnails).
Senior Member
Posts: 146
Joined: 2009-03-21
i think i prefer the original look.
wile the amount of detail on the tressFX picture seems to be higher, the same could be achieved using higher resolution textures on the hair but oh well... actually most of the offputting low quality aspect of the original could be fixed with textures / higher poly count on the hair and it wouldn't even tax the system that much more.
and the added "hanging hair" that is not part of the original hair just makes it look messy and chaotic (not in a shipwreck way but just crappy) not exactly "A New Frontier of Realism" but that might just be the pictures.
not that Nvidia's effort at hair has been that much better or usable at all.
Senior Member
Posts: 111
Joined: 2013-02-23
Looks amazing. As DarkKnight said, wondering how will the perfomance suffer from this little AMD treat

Senior Member
Posts: 17848
Joined: 2012-05-18
WOW!
Now this is some serious stuff, finally after 6-7years!
I will buy it just becuase of that

Senior Member
Posts: 6361
Joined: 2005-02-25
i think i prefer the original look.
wile the amount of detail on the tressFX picture seems to be higher, the same could be achieved using higher resolution textures on the hair but oh well... actually most of the offputting low quality aspect of the original could be fixed with textures / higher poly count on the hair and it wouldn't even tax the system that much more.
and the added "hanging hair" that is not part of the original hair just makes it look messy and chaotic (not in a shipwreck way but just crappy) not exactly "A New Frontier of Realism" but that might just be the pictures.
not that Nvidia's effort at hair has been that much better or usable at all.
You should read the entire description for understand why it is different, basically it is pushed by the wind forces, and movement.. not in the first one.
better to see it in video or in real time instead of compare 2 statics screenshoots.
But i agree we are far of the demonstration of the AMD Havocs Physics ( the dancer ), before Intel buy it (and remove GPGPU from it ) ( 8 years ago )
Look good no, and i wait to see it in movement. ?

Senior Member
Posts: 1089
Joined: 2010-09-16
The differences are pretty impressive. I wonder what kind of perf hit this will have when you toggle it on.