Wetting Effects in Hair Simulation
Computer Graphics Forum
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In this paper, we present a method for real-time hair animation. We combine a conventional particle-based dynamic simulation and a dynamic hair generation technique. First, the movements of a small number of hairs (coarse model) are simulated using a dynamic simulation. Since this stage uses only a small number of hairs, the simulation is quick. A larger number of hairs (fine model) are then generated from the coarse model using a dynamic wisp model. The shape of a wisp and the shapes of the individual strands are geometrically controlled based on the velocity of the corresponding particle in the coarse model. This model simulates hair--hair interactions between the strands in the hair wisps. Our method is designed to work on a GPU and generates a realistic hair animation in real-time. Copyright © 2007 John Wiley & Sons, Ltd.