Show simple item record

dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorKim, Tae-Yongen_US
dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.editorJan Bender and Arjan Kuijper and Dieter W. Fellner and Eric Guerinen_US
dc.date.accessioned2013-11-08T10:54:00Z
dc.date.available2013-11-08T10:54:00Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905673-96-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys12/039-044en_US
dc.description.abstractIn this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.5]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectPhysically Based Modelingen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimation and Virtual Realityen_US
dc.titleFast Simulation of Inextensible Hair and Furen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record