Unreal Engine's groom rendering and simulation system uses a strand-based workflow to render each individual strand of hair with physically accurate motion, enabling artists to simulate and render hundreds of thousands (or more) photo-real hairs in real-time. Traditionally, hair created for use in real-time projects has been created using card-based techniques, or other similar approximations. The groom system in Unreal Engine manages and utilizes these methods, as well.

MetaHuman character example with grooms showing their strands (left) and cards (right).