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Real‐time hair simulation on GPU with a dynamic wisp model
Author(s) -
Oshita Masaki
Publication year - 2007
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.203
Subject(s) - computer science , animation , dynamic simulation , computer graphics (images) , particle (ecology) , simulation , geology , oceanography
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.