A layered wisp model for simulating interactions inside long hair

  • Authors:
  • Eric Plante;Marie-Paule Cani;Pierre Poulin

  • Affiliations:
  • discreet and Taarna Studios Inc.;iMAGIS-GRAVIR/IMAG, joint lab of CNRS, INPG, INRIA, UJF, Marie-Paule;Université de Montréal

  • Venue:
  • Proceedings of the Eurographic workshop on Computer animation and simulation
  • Year:
  • 2001

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Abstract

This paper presents a method for animating long hair while modelling both interactions between the hair and the character's body and between different hair wisps. Our method relies on a layered model paradigm. Hair is structured into a number of volumetric wisps whose motion and deformation are computed using a layered model: A first layer, the skeleton curve, computes the large scale motion of a wisp. This skeleton is coated by a second layer, the deformable wisp envelope linked to the skeleton through highly viscous springs. A third layer is used for rendering the individual hair strands within each wisp. During motion, anisotropic interactions are computed between hair wisps, in addition to interactions with character body: two quasi-parallel wisps are allowed to interpenetrate while a viscous collision is computed between colliding wisps of different orientation. This results in a visually-realistic animation, that captures both continuities and discontinuities that can be observed in thick, long hair.