A simple method for extracting the natural beauty of hair
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Graphical Models
Natural hairstyle modeling and animation
Graphical Models
A practical model for hair mutual interactions
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive multiresolution hair modeling and editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Smoothing Functions for Second-Order-Cone Complementarity Problems
SIAM Journal on Optimization
A layered wisp model for simulating interactions inside long hair
Proceedings of the Eurographic workshop on Computer animation and simulation
Modeling Realistic Virtual Hairstyles
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Convex Optimization
Capture of hair geometry from multiple images
ACM SIGGRAPH 2004 Papers
Modeling hair from multiple views
ACM SIGGRAPH 2005 Papers
Mathematical Programming: Series A and B
Super-helices for predicting the dynamics of natural hair
ACM SIGGRAPH 2006 Papers
Oriented strands: dynamics of stiff multi-body system
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive Virtual Hair Salon
Presence: Teleoperators and Virtual Environments
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
SMI '07 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2007
CoRdE: Cosserat rod elements for the dynamic simulation of one-dimensional elastic objects
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Hair photobooth: geometric and photometric acquisition of real hairstyles
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
Example-based hair geometry synthesis
ACM SIGGRAPH 2009 papers
Detail preserving continuum simulation of straight hair
ACM SIGGRAPH 2009 papers
Capturing hair assemblies fiber by fiber
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH Asia 2010 papers
A nonsmooth Newton solver for capturing exact Coulomb friction in fiber assemblies
ACM Transactions on Graphics (TOG)
Optimization for sag-free simulations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics
Proceedings of the 2011 SIGGRAPH Asia Conference
Mathematical and Computer Modelling: An International Journal
Lighting hair from the inside: a thermal approach to hair reconstruction
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Simulation Guided Hair Dynamics Modeling from Video
Computer Graphics Forum
Multi-linear data-driven dynamic hair model with efficient hair-body collision handling
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Floating tangents for approximating spatial curves with G1 piecewise helices
Computer Aided Geometric Design
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In the latest years, considerable progress has been achieved for accurately acquiring the geometry of human hair, thus largely improving the realism of virtual characters. In parallel, rich physics-based simulators have been successfully designed to capture the intricate dynamics of hair due to contact and friction. However, at the moment there exists no consistent pipeline for converting a given hair geometry into a realistic physics-based hair model. Current approaches simply initialize the hair simulator with the input geometry in the absence of external forces. This results in an undesired sagging effect when the dynamic simulation is started, which basically ruins all the efforts put into the accurate design and/or capture of the input hairstyle. In this paper we propose the first method which consistently and robustly accounts for surrounding forces---gravity and frictional contacts, including hair self-contacts---when converting a geometric hairstyle into a physics-based hair model. Taking an arbitrary hair geometry as input together with a corresponding body mesh, we interpret the hair shape as a static equilibrium configuration of a hair simulator, in the presence of gravity as well as hair-body and hair-hair frictional contacts. Assuming that hair parameters are homogeneous and lie in a plausible range of physical values, we show that this large underdetermined inverse problem can be formulated as a well-posed constrained optimization problem, which can be solved robustly and efficiently by leveraging the frictional contact solver of the direct hair simulator. Our method was successfully applied to the animation of various hair geometries, ranging from synthetic hairstyles manually designed by an artist to the most recent human hair data automatically reconstructed from capture.