1 / 65

Hair Simulation

Hair Simulation. COMP 768 Qi Mo. Motivation. Cosmetic prototyping Entertainment industry - Feature animation - Interactive systems. Motivation. Cosmetic prototyping Entertainment industry - Feature animation - Interactive systems. Motivation. Cosmetic prototyping

talmai
Download Presentation

Hair Simulation

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Hair Simulation COMP 768 Qi Mo

  2. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  3. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  4. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  5. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  6. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  7. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  8. Motivation • Cosmetic prototyping • Entertainment industry - Feature animation - Interactive systems

  9. Challenges • Over 100,000 hair strands • Real hair properties still under research

  10. Overview • Styling Geometry of hair Density, distribution, orientation of hair strands • Simulation Dynamic motion of hair Collision between hair and other objects Mutual hair interactions • Rendering Light scattering and shadows

  11. Overview • Styling Geometry of hair Density, distribution, orientation of hair strands • Simulation Dynamic motion of hair Collision between hair and other objects Mutual hair interactions • Rendering Light scattering and shadows

  12. Hair Geometry • Curliness: Straight, wavy, curly, etc. • Shape of cross-section - Asian hair strand: circular - African hair strand: very elliptical - Caucasian hair strand: between the two

  13. Hair styling • Attaching hair to the scalp • Global hair shape • Fine details

  14. Attaching hair to the scalp • 2D Placement • 3D Placement • Distribution of hair strands on the scalp

  15. Global Hair Shape Generation • Geometry-based hairstyling - Parametric surface - Wisps and generalized cylinders • Physically-based hairstyling - Fluid flow - Styling vector and motion fields • Generation of hairstyles from images

  16. Global Hair Shape Generation • Geometry-based hairstyling - Parametric surface - Wisps and generalized cylinders

  17. Global Hair Shape Generation • Geometry-based hairstyling - Parametric surface - Wisps and generalized cylinders

  18. Global Hair Shape Generation • Geometry-based hairstyling - Parametric surface - Wisps and generalized cylinders

  19. Global Hair Shape Generation • Physically-based hairstyling - Fluid flow - Styling vector and motion fields

  20. Global Hair Shape Generation • Physically-based hairstyling - Fluid flow - Styling vector and motion fields

  21. Global Hair Shape Generation • Physically-based hairstyling - Fluid flow - Styling vector and motion fields

  22. Global Hair Shape Generation • Geometry-based hairstyling - Parametric surface - Wisps and generalized cylinders • Physically-based hairstyling - Fluid flow - Styling vector and motion fields • Generation of hairstyles from images

  23. Finer Details

  24. Finer Details

  25. Finer Details

  26. Hair Mechanics • Difficult to shear and stretch • Easy to bend and twist • Anisotropic friction • Hair geometry also affects motion

  27. Dynamics of Individual Strand • Mass-spring systems • One dimensional projective equations • Rigid multi-body serial chain • Dynamic super-helices

  28. Mass-Spring Systems • Particles connected by stiff springs bending rigidity ensured by angular spring at each joint • Simple and easy to implement • But does not account for tortional rigidity or non-stretching of each strand

  29. One-dimensional Projective Equations • Hair strand as a chain of rigid sticks • Easy to implement • Efficient • Non-stretching • Bending • No tortional stiffness • Difficult to handle external punctual forces

  30. Rigid Multi-body Serial Chain • Hair strand as a rigid multi-body open chain • Bending and twisting DOFs only, stretching DOF removed • Motion computed using forward dynamics

  31. Super-Helices • Accurate Mechanical Model Kirchhoff Equation and Cosserat Curves

  32. Super-Helices Model for Strands • Cosserat curve: a one-dimensional rod • A material frame defined at each point on the centerline

  33. Kinematics r (s, t) – centerline s – curvilinear abscissa alongr t – time ni(s, t) – axis of material frame

  34. Kinematics Ω(s, t) – Darboux Vector τ(s, t) – twist κi (s, t) - curvatures

  35. Spatial Discretization N –number of segments Q –index of segments1≤Q ≤ N qi,Q(t) – constant curvatures & twist χQ (s) – characteristic function of Q

  36. Dynamic Equations • Solve equations of motion using Lagrangian mechanics q (t) – generalized coordinates T (q, , t) – kinetic energy U (q, t)– internal energy D (q, , t) – dissipation potential F (s, t) – linenic density of forces JiQ (s, q, t) – Jacobian matrix

  37. Energy Terms ρS – mass per unit length (EI)0 – torsional stiffness (EI)1,2 – bending stiffness κ0–natural twist κ1,2–natural curvatures γ –internal friction coefficient

  38. Equation of Motion • Symbolic Integrations –inertia matrix –stiffness matrix qn–rest position A–all remaining terms

  39. Key Features • Discrete model for Kirchhoff equations • Space integrations performed symbolically • Stiff constraint of inextensibility incorporated into reconstruction process, therefore removed from the equations of motion • Stable simulation even for small N • When N →∞, Kirchhoff Eq recovered

  40. Parameters of Model • Chosen based on physical measurements - Hair mass - Mean radius and ellipticity - Natural curliness: - Internal friction γ

  41. Results and Validation

  42. Dynamics of a Full Hairstyle • Hair as a Continuous Medium • Hair as Disjoint Groups • Collision detection and response • Hair-hair and hair-object interaction

  43. Hair as a Continuous Medium • Fluid Dynamics • Loosely Connected Particles • Interpolation between Guide Hair Strands • Free Form Deformation

  44. Animating Hair with Fluid Dynamics • Kinematically link each hair strand to fluid particles in their vicinity • Hair-hair interactions modeled by pressure and viscosity forces between strands • Hair-body interactions modeled by creating boundary particles around solid objects • Captures the complex interactions of hair strands • Cannot capture the dynamic clustering effects • Computationally expensive

  45. Loosely Connected Particles • Use a set of fluid particles that interact in an adaptive way • Neighboring particles with similar orientations are linked • During motion particles interact with other particles in its local neighborhood through breakable links • Allows separation and grouping while maintaining constant hair length

  46. Interpolation between Guide Hair Strands • Only simulate a sparse set of hair strands • Remaining strands created by interpolation • Only use the guide strands to detect and handle collisions - Might miss collisions

  47. Free Form Deformation (FFD) • Define a mechanical model for a lattice surrounding the head • Lattice deformed using a global volumetric FFD scheme • Good for simulating complex hairstyles when head motion has low magnitude • Cannot reproduce discontinuities in hair

  48. Hair as Disjoint Groups • Group nearby hair strands, simulate groups as independent, interacting entities • Account for discontinuities during fast motion • Save computation time • Simulation of - Hair strips - Wisps

  49. Simulation of Hair Strips • Model groups of strands using a thin flat patch, e.g. a NURBS surface • Achieves real time using a strip to represent tens or hundreds of hairs • Limited in the types of hairstyle and motion

  50. Simulation of Wisps • Group neighboring strands into wisps • Wisp representations - Trigonal prism-based wisp - Typical strand and random displacements - Layered wisp model

More Related