ACM Home Page
Please provide us with feedback. Feedback
Detail preserving continuum simulation of straight hair
Full text PdfPdf (5.91 MB)
Source
ACM Transactions on Graphics (TOG) archive
Volume 28 ,  Issue 3  (August 2009) table of contents
Proceedings of ACM SIGGRAPH 2009
SESSION: Character animation I table of contents
Article No. 62  
Year of Publication: 2009
ISSN:0730-0301
Also published in ...
Authors
Aleka McAdams  University of California, Los Angeles
Andrew Selle  Walt Disney Animation Studios
Kelly Ward  Walt Disney Animation Studios
Eftychios Sifakis  University of California, Los Angeles and Walt Disney Animation Studios
Joseph Teran  University of California, Los Angeles and Walt Disney Animation Studios
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 60,   Downloads (12 Months): 235,   Citation Count: 0
Additional Information:

appendices and supplements   abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1531326.1531368
What is a DOI?


ABSTRACT

Hair simulation remains one of the most challenging aspects of creating virtual characters. Most research focuses on handling the massive geometric complexity of hundreds of thousands of interacting hairs. This is accomplished either by using brute force simulation or by reducing degrees of freedom with guide hairs. This paper presents a hybrid Eulerian/Lagrangian approach to handling both self and body collisions with hair efficiently while still maintaining detail. Bulk interactions and hair volume preservation is handled efficiently and effectively with a FLIP based fluid solver while intricate hair-hair interaction is handled with Lagrangian self-collisions. Thus the method has the efficiency of continuum/guide based hair models with the high detail of Lagrangian self-collision approaches.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Bando, Y., Chen, B.-Y., and Nishita, T. 2003. Animating hair with loosely connected particles. In Comp. Graph. Forum (Eurographics Proc.), 411--418.
3
 
4
 
5
6
7
 
8
 
9
10
11
 
12
13
 
14
Chorin, A. 1967. A numerical method for solving incompressible viscous flow problems. J. Comput. Phys. 2, 12--26.
15
 
16
Gupta, R., Montagnoo, M., Volino, P., and Magnenat-Thalmann, N. 2006. Optimized framework for real time hair simulation. In CGI Proc. 2006, 702--710.
 
17
Hadap, S., and Magnenat-Thalmann, N. 2001. Modeling dynamic hair as a continuum. In Comp. Graph. Forum (Eurographics Proc.), 329--338.
 
18
19
20
 
21
Losasso, F., Talton, J., Kwatra, N., and Fedkiw, R., 2008. Two-way coupled SPH and particle level set fluid simulation.
22
 
23
Pai, D. K. 2002. Strands: Interactive simulation of thin solids using cosserat models. In Proc. of Eurographics, vol. 21 of Comput. Graph. Forum, Eurographics Assoc., 347--352.
 
24
Petrovic, L., Henne, M., and Anderson, J. 2005. Volumetric methods for simulation and rendering of hair. Tech. rep., Pixar Animation Studios.
 
25
 
26
 
27
Rosenblum, R. E., Carlson, W. E., and Tripp III, E. 1991. Simulating the structure and dynamics of human hair: modelling, rendering and animation. J. Vis. and Comput. Anim. 2, 4, 141--148.
28
 
29
Sifakis, E., Marino, S., and Teran, J. 2008. Globally coupled impulse-based collision handling for cloth simulation. In ACM SIGGRAPH/Eurographics Symp. on Comp. Anim.
 
30
 
31
 
32
 
33
 
34
 
35
36
37

Collaborative Colleagues:
Aleka McAdams: colleagues
Andrew Selle: colleagues
Kelly Ward: colleagues
Eftychios Sifakis: colleagues
Joseph Teran: colleagues