29 research outputs found
Dynamic hair aging system
The modeling and rendering of hair in Computer Graphics has seen a lot of progress in the last few years. However, there has not been much progress on the modeling and rendering on the subject of hair aging. This work aims to simulate the hair aging phenomena by developing a procedural shader using Blender as the development platform. The project is based on the biology of hair and the results show that our system is capable of creating visually realistic hair aging
Chain Shape Matching for Simulating Complex Hairstyles
Animations of hair dynamics greatly enrich the visual attractiveness of human characters. Traditional simulation techniques handle hair as clumps or continuum for efficiency; however, the visual quality is limited because they cannot represent the fine-scale motion of individual hair strands. Although a recent mass-spring approach tackled the problem of simulating the dynamics of every strand of hair, it required a complicated setting of springs and suffered from high computational cost. In this paper, we base the animation of hair on such a fine-scale on Lattice Shape Matching (LSM), which has been successfully used for simulating deformable objects. Our method regards each strand of hair as a chain of particles, and computes geometrically derived forces for the chain based on shape matching. Each chain of particles is simulated as an individual strand of hair. Our method can easily handle complex hairstyles such as curly or afro styles in a numerically stable way. While our method is not physically based, our GPU-based simulator achieves visually plausible animations consisting of several tens of thousands of hair strands at interactive rates
An enhance framework on hair modeling and real-time animation
Master'sMASTER OF SCIENC
Hair motion simulation
Hair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms to handle this problem. The work we present uses a set of representations, including hair strands, clusters and strips, that are derived from the same underlying base skeleton, where this skeleton is animated by physical, i.e. spring, forces. © Springer-Verlag 2004
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Creating Animal Hair Through Graphical Animation Fit for Video Game Simulation Rendering Times
Graphics of hair have been constantly improved since Kajiyaâs famous teddy bear in 1989. By combining these concepts and real-world physics laws, I created a realistic representation of hair on a sphere-shaped head. OpenGL also provides a constantly updated display to continuously render the graphic. Using springs, the hair can respond appropriately to gravity and wind forces, while maintaining the physical properties of hair. Additionally, the implementation provides the ability to change the total number of hairs, the number of layers of hair, and the number of affected links in the hair strand. By replicating this process, many hair strands can be created to mimic a head of hair.Key Words: hair, springs, computer graphics, animation, simulatio
Image-Based Hair Capture by Inverse Lighting
International audienceWe introduce an image-based method for modeling a specific subject's hair. The principle of the approach is to study the variations of hair illumination under controlled illumination. The use of a stationary viewpoint and the assumption that the subject is still allows us to work with perfectly registered images: all pixels in an image sequence represent the same portion of the hair, and the particular illumination profile observed at each pixel can be used to infer the missing degree of directional information. This is accomplished by synthesizing reflection profiles using a hair reflectance model, for a number of candidate directions at each pixel, and choosing the orientation that provides the best profile match. Our results demonstrate the potential of this approach, by effectively reconstructing accurate hair strands that are well highlighted by a particular light source movement
Modélisation de cheveux à partir d'images par étude des variations d'apparence en fonction des conditions d'éclairage
National audienceLes applications graphiques nĂ©cessitant l'intĂ©gration de maquettes virtuelles d'individus se sont multipliĂ©es au cours de ces derniĂšres annĂ©es. Les jeux vidĂ©os ou la tĂ©lĂ©confĂ©rence en sont les principaux exemples. Les cheveux jouant un rĂŽle significatif dans l'identification d'une personne, il est primordial de les reprĂ©senter avec le plus de fidĂ©litĂ© possible. Les techniques de numĂ©risation tridimensionnelle usuelles ÂŽĂ©chouent face Ă l'extrĂȘme complexitĂ© gĂ©omĂ©trique des cheveux, qui sont l'enchevĂȘtrement de dizaines de milliers d'Ă©lĂ©ments quasi invisibles Ă l'oeil nu. Cet article prĂ©sente une mĂ©thode qui permet d'extraire la gĂ©omĂ©trie des mĂȘches de cheveux `Ă partir de photographies par analyse de rĂ©flectance. Le sujet est observĂ© selon un point de vue fixe et est Ă©clairĂ© par une source lumineuse mobile. Chaque mĂȘche de cheveux rĂ©flĂ©chissant la lumiĂšre selon une direction dĂ©pendant de son orientation, l'idĂ©e consiste Ă retrouver celle-ci `Ă l'aide d'un modĂšle de rĂ©flectance de cheveu et `Ă partir des cartes de rĂ©flectances observĂ©es. AprĂšs un bref ÂŽĂ©tat de l'art, nous dĂ©crirons dans la section 3 l'approche choisie dans son ensemble. Puis, dans la partie 4, nous donnerons une mise en oeuvre possible pour celle-ci. Enfin, dans les sections 5 et 6 nous prĂ©senterons les rĂ©sultats ainsi que la conclusion et les perspectives
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Art Directed Fire-Hair Simulation
Fire simulation and hair simulation can be used to create stylized characters and character animation in movies. In this research a system was created whereby fire simulation was guided by hair simulation, which this thesis refers to as Fire-Hair. This simulation system was built inside Houdini, a professional software package widely used in the visual effects industry. The goal of this research was to develop a workflow that utilized velocity field generated by the hair simulation to drive the fire simulation, and to let simulated fire represent the shape and animation of hair strands. This simulation approach is packaged as a digital asset for future use, with all requisite modifiable parameters exposed to artists.
About 20 hair strands were simulated to drive the fire simulation. Hair strand shapes were defined by curves created by the artist; these shapes remain modifiable after creation. Velocity fields which follow hair motion are used as a control field to affect the fire simulation. The final result shows both the physical appearance of fire as well as the shape and motion of hair. The approach was applied to several animated characters to verify reliability and ensure it was visually convincing and robust. The simulated results were rendered using the Houdini built-in render tool, Mantra