Capturing the Complexity of Hair Motion

Modeling the highly inelastic interactions inside hair, and between the hair and the character body, is a determinant feature for achieving realistic hair animation. However, the extremely large number of hair strands has so far prevented animators from handling these interactions. It is also unclear if they should be treated at the level of individual hair strands. This paper proposes an approach to handle these interactions, based on a new clustering paradigm. The high friction forces between neighboring hair strands, yielding a high motion coherence, is simulated by clustering these strands into an anisotropic viscous volume representing a hair wisp. All other interactions between hair strands are approximated at the wisp level, thanks to an anisotropic behavior that allows pairs of wisps to interpenetrate or to collide depending on their relative orientations. The wisps also offer the necessary structure to efficiently simulate the collisions with the character body. The model results in visually realistic animations, where complex wisp interactions capture both continuities and discontinuities easily observed in thick, long hair.

[1]  Wayne E. Carlson,et al.  Simulating the structure and dynamics of human hair: Modelling, rendering and animation , 1991, Comput. Animat. Virtual Worlds.

[2]  Shigeo Morishima,et al.  Expression and Motion Control of Hair using Fast Collision Detection Methods , 1995, ICSC.

[3]  Bernd Eberhardt,et al.  Implicit-Explicit Schemes for Fast Animation with Particle Systems , 2000, Computer Animation and Simulation.

[4]  Tao Wang,et al.  The Cluster Hair Model , 2000, Graph. Model..

[5]  Ulrich Neumann,et al.  Interactive multiresolution hair modeling and editing , 2002, SIGGRAPH.

[6]  Jean-Christophe Lombardo,et al.  Oriented particles: A tool for shape memory objects modelling , 1995 .

[7]  Nadia Magnenat-Thalmann,et al.  Modeling Dynamic Hair as a Continuum , 2001, Comput. Graph. Forum.

[8]  Daniel Thalmann,et al.  An Integrated System for Modeling, Animating and Rendering Hair , 1993, Comput. Graph. Forum.

[9]  Nadia Magnenat-Thalmann,et al.  Accurate collision response on polygonal meshes , 2000, Proceedings Computer Animation 2000.

[10]  Jane Wilhelms,et al.  Anatomically based modeling , 1997, SIGGRAPH.

[11]  Ulrich Neumann,et al.  A thin shell volume for modeling human hair , 2000, Proceedings Computer Animation 2000.

[12]  Mitsuru Ishizuka,et al.  A system of 3D hair style synthesis based on the wisp model , 1999, The Visual Computer.

[13]  John Funge,et al.  Cognitive modeling: knowledge, reasoning and planning for intelligent characters , 1999, SIGGRAPH.

[14]  Hyeong-Seok Ko,et al.  Natural Hairstyle Modeling and Animation , 2001, Graph. Model..

[15]  Andrew P. Witkin,et al.  Large steps in cloth simulation , 1998, SIGGRAPH.

[16]  Daniel Thalmann,et al.  Interactive Shape Design Using Metaballs and Splines , 1995 .

[17]  Mathieu Desbrun,et al.  Animation of Deformable Models Using Implicit Surfaces , 1997, IEEE Trans. Vis. Comput. Graph..

[18]  Marie-Paule Cani,et al.  A layered wisp model for simulating interactions inside long hair , 2001 .

[19]  Tom Lokovic,et al.  Deep shadow maps , 2000, SIGGRAPH.

[20]  Richard E. Parent,et al.  Layered construction for deformable animated characters , 1989, SIGGRAPH.

[21]  Fabrice Neyret,et al.  Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures , 1998, IEEE Trans. Vis. Comput. Graph..

[22]  Mathieu Desbrun,et al.  Interactive Animation of Structured Deformable Objects , 1999, Graphics Interface.

[23]  Yasuhiko Watanabe,et al.  A trigonal prism-based method for hair image generation , 1992, IEEE Computer Graphics and Applications.

[24]  John Amanatides,et al.  A Fast Voxel Traversal Algorithm for Ray Tracing , 1987, Eurographics.

[25]  Zhan Xu,et al.  V-HairStudio: An Interactive Tool for Hair Design , 2001, IEEE Computer Graphics and Applications.

[26]  Nadia Magnenat-Thalmann,et al.  Interactive Hair Styler based on Fluid Flow , 2000, Computer Animation and Simulation.

[27]  Michael Gleicher,et al.  Retargetting motion to new characters , 1998, SIGGRAPH.

[28]  Ken-ichi Anjyo,et al.  A simple method for extracting the natural beauty of hair , 1992, SIGGRAPH.

[29]  Zen-Chung Shih,et al.  The Modeling and Animation of Human Hair , 1995, J. Inf. Sci. Eng..

[30]  Zhiyong Huang,et al.  Real-Time Animation of Human Hair Modeled in Strips , 2000, Computer Animation and Simulation.