5,137 research outputs found

    Physically-based simulation of hair strips in real-time

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    In this paper, we present our implementation of physically-based simulation of hair strips. We used a mass-spring model followed by a hybrid approach where particle systems and the method of clustering of hair strands are employed. All the forces related to springs are implemented: gravity, repulsions from collisions (head and ground), absorption (ground only), frictions (ground and air), internal spring frictions. Real-time performance is achieved for physically-based simulation of hair strips and promising results in terms of the realistic hair behavior and hair rendering are obtained. Copyright UNION Agency - Science Press

    An enhance framework on hair modeling and real-time animation

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    Master'sMASTER OF SCIENC

    The eroticism of artificial flesh in Villiers de L'Isle Adam's L'Eve Future

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    Villiers de L'Isle Adam's 'L'Eve Future' published in 1886 features a fictional version of the inventor Thomas Edison who constructs a complex, custom-made android for Englishman Lord Ewald as a substitute for his unsatisfactory lover. Hadaly, the android, has a number of literary and cultural precursors and successors. Her most commonly accepted ancestor is Olympia in E. T. A. Hoffmann's 'The Sandman' (1816) and among her fascinating descendants are Oskar Kokoschka's 'Silent Woman'; Model Borghild, a sex doll designed by German technicians during World War II;‘Caracas' in Tommaso Landolfi's short story ‘Gogol's Wife' (1954); a variety of gynoids and golems from the realms of science fiction, including Ira Levin's 'Stepford Wives' (1972); and, most recently, that silicon masterpiece - the Real Doll. All, arguably, have their genesis in the classical myth of Pygmalion. This essay considers the tension between animation and stasis in relation to this myth, and explores the necrophiliac aesthetic implicit in Villiers's novel

    A Shell Model for Real-time Simulation of intra-ocular Implant Deployment

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    International audienceWith 30 million interventions a year worldwide, cataract surgery is one of the most frequently performed procedures. Yet, no tool currently allows teaching all steps of the procedure without putting pa- tients at risk. A particularly challenging stage of this surgery deals with the injection and deployment of the intra-ocular lens implant. In this paper we propose to rely on shell theory to accurately describe the com- plex deformations of the implant. Our approach extends the co-rotational method used in finite element analysis of in-plane deformations to incor- porate a bending energy. This results in a relatively simple and compu- tationally efficient approach which was applied to the simulation of the lens deployment. This simulation also accounts for the complex contacts that take place during the injection phase

    Realistic Hair Simulation: Animation and Rendering

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    International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery

    Cosmic Superstrings Revisited

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    It is possible that superstrings, as well as other one-dimensional branes, could have been produced in the early universe and then expanded to cosmic size today. I discuss the conditions under which this will occur, and the signatures of these strings. Such cosmic superstrings could be the brightest objects visible in gravitational wave astronomy, and might be distinguishable from gauge theory cosmic strings by their network properties.Comment: 18 pages, 3 figures. Presented at the Mitchell Conference on Superstring Cosmology, GR17, Cosmo 04, and the 2004 APS-DPF Meeting. v2: typos fixed, references added, some added discussion of pulsar bounds and Hagedorn transition

    Image-Based Approaches to Hair Modeling

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    Hair is a relevant characteristic of virtual characters, therefore the modeling of plausible facial hair and hairstyles is an essential step in the generation of computer generated (CG) avatars. However, the inherent geometric complexity of hair together with the huge number of filaments of an average human head make the task of modeling hairstyles a very challenging one. To date this is commonly a manual process which requires artist skills or very specialized and costly acquisition software. In this work we present an image-based approach to model facial hair (beard and eyebrows) and (head) hairstyles. Since facial hair is usually much shorter than the average head hair two different methods are resented, adapted to the characteristics of the hair to be modeled. Facial hair is modeled using data extracted from facial texture images and missing information is inferred by means of a database-driven prior model. Our hairstyle reconstruction technique employs images of the hair to be modeled taken with a thermal camera. The major advantage of our thermal image-based method over conventional image-based techniques lies on the fact that during data capture the hairstyle is "lit from the inside": the thermal camera captures heat irradiated by the head and actively re-emitted by the hair filaments almost isotropically. Following this approach we can avoid several issues of conventional image-based techniques, like shadowing or anisotropy in reflectance. The presented technique requires minimal user interaction and a simple acquisition setup. Several challenging examples demonstrate the potential of the proposed approach

    Interactive Virtual Hair Salon

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    Abstract User interaction with animated hair is desirable for various applications but difficult because it requires real-time animation and rendering of hair. Hair modeling, in cluding styling, simulation, and rendering, is computationally challenging due to the enormous number of deformable hair strands on a human head, elevating the computational complexity of many essential steps, such as collision detection and self-shadowing for hair. Using simulation localization techniques, multi-resolution representations, and graphics hardware rendering acceleration, we have developed a physically-based virtual hair salon system that simulates and renders hair at accelerated rates, enabling users to interactively style virtual hair. With a 3D haptic interface, users can directly manipulate and position hair strands, as well as employ real-world styling applications (cutting, blow-drying, etc.) to create hairstyles more intuitively than previous techniques

    State of the Art on Stylized Fabrication

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    © 2018 The Authors Computer Graphics Forum © 2018 The Eurographics Association and John Wiley & Sons Ltd. Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as ‘stylized fabrication methods’. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion or to devise a particular interaction with the fabricated model. In this state-of-the-art report, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research
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