Many hair simulations render their hair as lines (usually splines). Since hair is a really thin object.
if the hair is braided, rather than having thin infinitesimally small cylinders, you have something much thicker and with more volume per individual strand.
The line method is efficient, since lines are computationally cheap to render.
However for braids it would seem you would need triangles, which would imply a high concentration of really small triangles on each individual braid, which sounds very expensive.
Are there any algorithms that attempt at dealing with this issue? Particularily ones that are good at trading quality for memory useage?