Fast Simulation of Inextensible Hair and Fur (English)

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In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.

Table of contents conference proceedings

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1
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
Faure, Xavier / Zara, Florence / Jaillet, Fabrice / Moreau, Jean-Michel | 2012
11
Mapping Volumetric Meshes to Point-based Motion Models
Jund, Thomas / Allaoui, Ali / Darles, Emmanuelle / Skapin, Xavier / Meseure, Philippe / Luciani, Annie | 2012
21
Efficient Cloth Simulation Using an Adaptive Finite Element Method
Bender, Jan / Deul, Crispin | 2012
31
Physics-based Augmented Reality for 3D Deformable Object
Haouchine, Nazim / Dequidt, Jérémie / Kerrien, Erwan / Berger, Marie-Odile / Cotin, Stéphane | 2012
39
Fast Simulation of Inextensible Hair and Fur
Müller, Matthias / Kim, Tae-Yong / Chentanez, Nuttapong | 2012
45
Real-time Hair Simulation with Efficient Hair Style Preservation
Han, Dongsoo / Harada, Takahiro | 2012
53
High-Resolution Simulation of Granular Material with SPH
Ihmsen, Markus / Wahl, Arthur / Teschner, Matthias | 2012
61
An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids
Akinci, Gizem / Akinci, Nadir / Ihmsen, Markus / Teschner, Matthias | 2012
69
A Packed Memory Array to Keep Moving Particles Sorted
Durand, Marie / Raffin, Bruno / Faure, François | 2012
79
Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers
Mousas, Christos / Newbury, Paul | 2012
87
Synthesizing Balancing Character Motions
Kenwright, Ben | 2012
97
Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles
Karim, Ahmad Abdul / Meyer, Alexandre / Gaudin, Thibaut / Buendia, Axel / Bouakaz, Saida | 2012
107
Bézier Shell Finite Element for Interactive Surgical Simulation
Golembiovský, Tomá¹ / Duriez, Christian | 2012
117
Efficient Breast Deformation Simulation
Harz, Markus T. / Georgii, Joachim / Wang, Lei / Schilling, Kathy / Peitgen, Heinz-Otto | 2012
127
OCTAVIS: An Easy-to-Use VR-System for Clinical Studies
Dyck, Eugen / Zell, Eduard / Kohsik, Agnes / Grewe, Philip / Winter, York / Piefke, Martina / Botsch, Mario | 2012
137
Policies for Goal Directed Multi-Finger Manipulation
Andrews, Sheldon / Kry, Paul G. | 2012
147
3D Mobility Learning and Regression of Articulated, Tracked Robotic Vehicles by Physics-based Optimization
Papadakis, Panagiotis / Pirri, Fiora | 2012
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