Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A simple method for extracting the natural beauty of hair
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Flow and changes in appearance
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Method to Generate Wet and Broken-up Animal Fur
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Determining wet surfaces from dry
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Real-Time Rendering of Human Hair Using Programmable Graphics Hardware
CGI '04 Proceedings of the Computer Graphics International
Animating complex hairstyles in real-time
Proceedings of the ACM symposium on Virtual reality software and technology
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Scattering-Based Interactive Hair Rendering
CAD-CG '05 Proceedings of the Ninth International Conference on Computer Aided Design and Computer Graphics
A self-shadow algorithm for dynamic hair using density clustering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Simulating and rendering wet hair
SIGGRAPH Asia 2011 Posters
Wetting Effects in Hair Simulation
Computer Graphics Forum
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Visually, wet hair is easily distinguishable from dry hair because of the increased highlights and intense darkening displayed by them. It is therefore essential for realism to capture these characteristics under certain real world conditions. In this regard we propose a model for rendering wet hair at interactive rates. We start by analyzing the physical aspect behind this special effect in hair and then present a model for incorporating the variations in visual appearance of the hair due to presence of water. For simulating the increased specularity because of the water layer on hair, we present a parameter controlled Gaussian-based model. To simulate darkening in hair, for outer hair we consider total internal reflection at water-hair interface as dominant and propose a probabilistic approach to determine the amount of light absorbed. For inner hair, we consider that increase in opacity due to water results in stronger self-shadow and propose a model that updates the opacities based on water content and accumulates them to calculate the self-shadow term. By preprocessing and optimising our algorithm both for the self-shadow in dry hair and the special effects due to water presence, we can get visually pleasing results at interactive rates. Furthermore, the model is highly versatile and can easily be adaptable to other liquids and hair styling products.