Graphical Models
A practical model for hair mutual interactions
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Trigonal Prism-Based Method for Hair Image Generation
IEEE Computer Graphics and Applications
Multilinear Analysis of Image Ensembles: TensorFaces
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
A simple Physics model to animate human hair modeled in 2D strips in real time
Proceedings of the Eurographic workshop on Computer animation and simulation
Modeling Hair Using Level-of-Detail Representations
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Real-Time Rendering of Human Hair Using Programmable Graphics Hardware
CGI '04 Proceedings of the Computer Graphics International
TensorTextures: multilinear image-based rendering
ACM SIGGRAPH 2004 Papers
Face transfer with multilinear models
ACM SIGGRAPH 2005 Papers
Simulating complex hair with robust collision handling
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
Algorithm 862: MATLAB tensor classes for fast algorithm prototyping
ACM Transactions on Mathematical Software (TOMS)
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
Hair photobooth: geometric and photometric acquisition of real hairstyles
ACM SIGGRAPH 2008 papers
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
Real time hair simulation and rendering on the GPU
ACM SIGGRAPH 2008 talks
Realistic hair simulation: animation and rendering
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH Asia 2009 papers
Synthesis and editing of personalized stylistic human motion
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
SBGAMES '09 Proceedings of the 2009 VIII Brazilian Symposium on Games and Digital Entertainment
Simulating Rapunzel's hair in Disney's Tangled
ACM SIGGRAPH 2010 Talks
Advanced techniques in real-time hair rendering and simulation
ACM SIGGRAPH 2010 Courses
A survey of multilinear subspace learning for tensor data
Pattern Recognition
A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics
Proceedings of the 2011 SIGGRAPH Asia Conference
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We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a number of properties that make it appealing for interactive applications: (i) it preserves the key dynamic properties of physical simulation at a fraction of the computational cost, (ii) it gives the user continuous interactive control over the hair styles (e.g., lengths) and dynamics (e.g., softness) without requiring re-styling or re-simulation, (iii) it deals with hair-body collisions explicitly using optimization in the low-dimensional reduced space, (iv) it allows modeling of external phenomena (e.g., wind). Our method builds on the recent success of reduced models for clothing and fluid simulation, but extends them in a number of significant ways. We model motion of hair in a conditional reduced sub-space, where the hair basis vectors, which encode dynamics, are linear functions of user-specified hair parameters. We formulate collision handling as an optimization in this reduced sub-space using fast iterative least squares. We demonstrate our method by building dynamic, user-controlled models of hair styles.