Rendering fur with three dimensional textures
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
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
V-HairStudio: An Interactive Tool for Hair Design
IEEE Computer Graphics and Applications
Capturing the complexity of hair motion
Graphical Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
Modeling Hair Using Level-of-Detail Representations
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
A Thin Shell Volume for Modeling Human Hair
CA '00 Proceedings of the Computer Animation
Modeling Realistic Virtual Hairstyles
PG '01 Proceedings of the 9th 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
Modeling hair from multiple views
ACM SIGGRAPH 2005 Papers
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
Simulating complex hair with robust collision handling
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Real-Time Animation of Complex Hairstyles
IEEE Transactions on Visualization and Computer Graphics
Super-helices for predicting the dynamics of natural hair
ACM SIGGRAPH 2006 Papers
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
Hair simulation model for real-time environments
Proceedings of the 2009 Computer Graphics International Conference
Optimized framework for real time hair simulation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Styling and real-time simulation of human hair
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
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We present a novel approach for adaptively grouping and subdividing hair using discrete level-of-detail (LOD) representations. The set of discrete LODs include hair strands, clusters and strips. Their dynamic behavior is controlled by a base skeleton. The base skeletons are subdivided and grouped to form clustering hierarchies using a quad-tree data structure during the precomputation. At run time, our algorithm traverses the hierarchy to create continuous LODs on the fly and chooses both the appropriate discrete and continuous hair LOD representations based on the motion, the visibility, and the viewing distance of the hair from the viewer. Our collision detection for hair represented by the proposed LODs relies on a family of "swept sphere volumes" for fast and accurate intersection computations. We also use an implicit integration method to achieve simulation stability while allowing us to take large time steps. Together, these approaches for hair simulation and collision detection offer the flexibility to balance between the overall performance and visual quality of the animated hair. Furthermore, our approach is capable of modeling various styles, lengths, and motion of hair.