Real-time Inextensible Hair with Volume and Shape

dc.contributor.authorSánchez-Banderas, Rosa Maríaen_US
dc.contributor.authorBarreiro, Héctoren_US
dc.contributor.authorGarcía-Fernández, Ignacioen_US
dc.contributor.authorPérez, Marianoen_US
dc.contributor.editorMateu Sbert and Jorge Lopez-Morenoen_US
dc.date.accessioned2015-07-01T06:28:40Z
dc.date.available2015-07-01T06:28:40Z
dc.date.issued2015en_US
dc.description.abstractHair simulation is a common topic extensively studied in computer graphics. One of the many challenges in this field is simulating realistic hair in a real-time environment. In this paper, we propose a unified simulation scheme to consider three of the key features in hair simulation; inextensibility, shape preservation and hair-hair interaction. We use an extension to the Dynamic Follow the Leader (DFTL) method to include shape preservation. Our implementation is also coupled with a Lagrangian approach to address the hair-hair interaction dynamics. A GPU-friendly scheme is proposed that is able to exploit the massive parallelism these devices offer, being able to simulate thousands of strands in real-time. The method has been integrated in a game development platform with a shading model for rendering and several test applications have been developed using this implementation.en_US
dc.description.sectionheadersClassic Renderingen_US
dc.description.seriesinformationSpanish Computer Graphics Conference (CEIG)en_US
dc.identifier.doi10.2312/ceig.20151194en_US
dc.identifier.pages1-8en_US
dc.identifier.urihttps://doi.org/10.2312/ceig.20151194en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectPhysically Based Modelingen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimation and Virtual Realityen_US
dc.titleReal-time Inextensible Hair with Volume and Shapeen_US
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