Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th 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
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Graphical Models
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
Natural hairstyle modeling and animation
Graphical Models
Interactive multiresolution hair modeling and editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation of Deformable Models Using Implicit Surfaces
IEEE Transactions on Visualization and Computer Graphics
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
A Trigonal Prism-Based Method for Hair Image Generation
IEEE Computer Graphics and Applications
V-HairStudio: An Interactive Tool for Hair Design
IEEE Computer Graphics and Applications
Expression and Motion Control of Hair using Fast Collision Detection Methods
ICSC '95 Proceedings of the Third International Computer Science Conference on Image Analysis Applications and Computer Graphics
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
A layered wisp model for simulating interactions inside long hair
Proceedings of the Eurographic workshop on Computer animation and simulation
Accurate Collision Response on Polygonal Meshes
CA '00 Proceedings of the Computer Animation
A Thin Shell Volume for Modeling Human Hair
CA '00 Proceedings of the Computer Animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive Grouping and Subdivision for Simulating Hair Dynamics
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A Statistical Wisp Model and Pseudophysical Approaches for Interactive Hairstyle Generation
IEEE Transactions on Visualization and Computer Graphics
Simulating complex hair with robust collision handling
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
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
Strands and hair: modeling, animation, and rendering
ACM SIGGRAPH 2007 courses
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
Realistic hair simulation: animation and rendering
ACM SIGGRAPH 2008 classes
Detail preserving continuum simulation of straight hair
ACM SIGGRAPH 2009 papers
Artistic simulation of curly hair
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Modeling the highly inelastic interactions inside hair, and between the hair and the character body, is a determinant feature for achieving realistic hair animation. However, the extremely large number of hair strands has so far prevented animators from handling these interactions. It is also unclear if they should be treated at the level of individual hair strands. This paper proposes an approach to handle these interactions, based on a new clustering paradigm. The high friction forces between neighboring hair strands, yielding a high motion coherence, is simulated by clustering these strands into an anisotropic viscous volume representing a hair wisp. All other interactions between hair strands are approximated at the wisp level, thanks to an anisotropic behavior that allows pairs of wisps to interpenetrate or to collide depending on their relative orientations. The wisps also offer the necessary structure to efficiently simulate the collisions with the character body. The model results in visually realistic animations, where complex wisp interactions capture both continuities and discontinuities easily observed in thick, long hair.