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Abstract Hair is one of the crucial elements in representing believable digi- tal humans. It is one of the most challenging elements, too, due to the large number of hairs on a human head, their length, and their complex interactions. Hair appearance, in rendering and simula- tion, is dominated by collective properties, yet most of the current approaches model individual hairs. In this paper we build on the existing approaches to illumination and simulation by introducing a volumetric
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