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dc.contributor.authorHan, Dongsooen_US
dc.contributor.authorHarada, Takahiroen_US
dc.contributor.editorJan Bender and Arjan Kuijper and Dieter W. Fellner and Eric Guerinen_US
dc.date.accessioned2013-11-08T10:54:04Z
dc.date.available2013-11-08T10:54:04Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905673-96-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys12/045-051en_US
dc.description.abstractHair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or wavy hair. We propose local and global shape constraints and parallel methods to update local and global transforms to find goal positions. All three methods show good visual quality and take only a small fraction of rendering time. This simulation runs on the GPU and works smoothly as a part of rendering pipeline. Simulating around 20,000 strands composed of total 0.22 million vertices takes less than 1 millisecond. Simulation parameters such as stiffness or number of iterations for shape constraints can be manipulated by users interactively. It helps designers choose the right parameters for various hair styles and conditions. Also the simulation can handle various situations interactively.en_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.subjectAnimationen_US
dc.subjectI.6.8 [Simulation and Modeling]en_US
dc.subjectTypes of Simulationen_US
dc.subjectAnimationen_US
dc.subjectI.6.8 [Simulation and Modeling]en_US
dc.subjectTypes of Simulationen_US
dc.subjectParallelen_US
dc.titleReal-time Hair Simulation with Efficient Hair Style Preservationen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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