Abstract
This paper presents a method for animating long hair while modelling both interactions between the hair and the character’s body and between different hair wisps. Our method relies on a layered model paradigm. Hair is structured into a number of volumetric wisps whose motion and deformation are computed using a layered model: A first layer, the skeleton curve, computes the large scale motion of a wisp. This skeleton is coated by a second layer, the deformable wisp envelope, linked to the skeleton through highly viscous springs. A third layer is used for rendering the individual hair strands within each wisp. During motion, anisotropic interactions are computed between hair wisps, in addition to interactions with character body: two quasi-parallel wisps are allowed to interpenetrate while a viscous collision is computed between colliding wisps of different orientation. This results in a visually-realistic animation, that captures both continuities and discontinuities that can be observed in thick, long hair.
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© 2001 Springer-Verlag Wien
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Plante, E., Cani, MP., Poulin, P. (2001). A Layered Wisp Model for Simulating Interactions inside Long Hair. In: Magnenat-Thalmann, N., Thalmann, D. (eds) Computer Animation and Simulation 2001. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6240-8_13
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DOI: https://doi.org/10.1007/978-3-7091-6240-8_13
Publisher Name: Springer, Vienna
Print ISBN: 978-3-211-83711-5
Online ISBN: 978-3-7091-6240-8
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