A real-time fur geometry shader written in HLSL and implemented in DirectX, created for an exam. The technique used for this shader is the common "shells and fins" technique, which renders the fur on any 3D surface extremely quickly yet still quite realistically.
The implementation of this technique was inspired by a paper from Nvidia. All shader parameters can be easily adjusted by the user at runtime.
The paper that I wrote as part of this implementation can be found here (includes code samples).