Curves and surfaces for computer aided geometric design: a practical guide
Curves and surfaces for computer aided geometric design: a practical guide
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
NeuroAnimator: fast neural network emulation and control of physics-based models
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
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
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive multiresolution hair modeling and editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Numerical Recipes: Example Book (C)
Numerical Recipes: Example Book (C)
Robot Dynamics Algorithm
Dynamic Free-Form Deformations for Animation Synthesis
IEEE Transactions on Visualization 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 B-spline free-form deformation of polygonal objects
Journal of Graphics Tools
Modeling Hair Using Level-of-Detail Representations
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Virtual clothes, Hair and Skin for Beautiful Top Models
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
A Method of Human Short Hair Modeling and Real Time Animation
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Thin Shell Volume for Modeling Human Hair
CA '00 Proceedings of the Computer Animation
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Modeling Realistic Virtual Hairstyles
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Adaptive Grouping and Subdivision for Simulating Hair Dynamics
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Animating complex hairstyles in real-time
Proceedings of the ACM symposium on Virtual reality software and technology
A stylized cartoon hair renderer
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Wetting Effects in Hair Simulation
Computer Graphics Forum
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True real-time animation of complex hairstyles on animated characters is the goal of this work, and the challenge is to build a mechanical model of the hairstyle which is sufficiently fast for real-time performance while preserving the particular behavior of the hair medium and maintaining sufficient versatility for simulating any kind of complex hairstyles. Rather than building a complex mechanical model directly related to the structure of the hair strands, we take advantage of a volume free-form deformation scheme. We detail the construction of an efficient lattice mechanical deformation model which represents the volume behavior of the hair strands. The lattice is deformed as a particle system using state-of-the-art numerical methods, and animates the hairs using quadratic B-Spline interpolation. The hairstyle reacts to the body skin through collisions with a metaball-based approximation. The model is highly scalable and allows hairstyles of any complexity to be simulated in any rendering context with the appropriate trade off between accuracy and computation speed, fitting the need of Level-of-Detail optimization schemes.