A Survey on Hair Modeling: Styling, Simulation, and Rendering (original) (raw)

A simple naturalistic hair model

ACM SIGGRAPH Computer Graphics, 1996

We propose a new computer graphics model to render naturalistic human hair. In this model, a simplified progressive polyline simulation was used for fast processing. The problems of inter-hair collisions and hair-head collisions were avoided by certain assumptions, and the bend in the hair was provided by angle-dependent pseudo-force equations. Several hair-colour and shadowing techniques were tested. Despite the simplicity of the hair model itself, when it was combined with the coloring and shadowing techniques described here, the proposed model did effectively render hair, as illustrated by the still images.

Robust Hair Capture Using Simulated Examples Adobe Research (a) (b) (c) (d) (e) (f) (g

Figure 1: Our system takes as input a few images (a) and employs a database of simulated example strands (b) to discover structurally plausible configurations from the reconstructed cover strands (c) for final strand synthesis (d). Our method robustly fits example strands to the cover strands which are computed from unprocessed outlier affected input data (e) to generate compelling reconstruction results (f). In contrast, the state-of-the-art method of [Luo et al. 2013a] fails in the presence of strong outliers (g). Abstract We introduce a data-driven hair capture framework based on example strands generated through hair simulation. Our method can robustly reconstruct faithful 3D hair models from unprocessed input point clouds with large amounts of outliers. Current state-of-the-art techniques use geometrically-inspired heuristics to derive global hair strand structures, which can yield implausible hair strands for hairstyles involving large occlusions, multiple layers, or wisps of varying lengths. We address this problem using a voting-based fitting algorithm to discover structurally plausible configurations among the locally grown hair segments from a database of simulated examples. To generate these examples, we exhaustively sample the simulation configurations within the feasible parameter space constrained by the current input hairstyle. The number of necessary simulations can be further reduced by leveraging symmetry and constrained initial conditions. The final hairstyle can then be structurally represented by a limited number of examples. To handle constrained hairstyles such as a ponytail of which realistic simulations are more difficult, we allow the user to sketch a few strokes to generate strand examples through an intuitive interface. Our approach focuses on robustness and generality. Since our method is structurally plausible by construction, we ensure an improved control during hair digitization and avoid implausible hair synthesis for a wide range of hairstyles.

Real-time Inextensible Hair with Volume and Shape

2015

Hair 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.