Here some closeup details of the hair on main characters. Using 4k high-res capture.
For more details, I have given a talk at Siggraph 2016.
http://advances.realtimerendering.com/s2016/
My note is at the bottom of the page.
Features we used to create the volumetric look of the hair, real-time in-game:
1. Using baked shadow map and wrap diffuse to fake the shadow. It helps us to get the feeling of depth and volume of the hair.
2. Scatter is really important for blonde hair to look right. It’s because the lights scatter between hair strands.
We can’t afford ray-tracing, of course, so we approached the similar result by wrapping the lights and offsetting the dot(N,V).
3. We used typical kayjiya-kay specular model for the specular of the hair. We also put hair id maps to masked out the offset value of the spec.
Frank Tzeng worked on Drake, Sully and Nadine, Soa Lee worked on Elena, Colin Worked on Sam, Jaehoon worked on Rafe.