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1 Introduction
Simulating hair dynamics is one of the most challenging tasks in
computer animation due to its complexity and required realism.
The huge amount of hair make the computation and rendering very
cumbersome, especially when influenced by visual effect elements
such as water and fire. In this paper we propose a physically-based
model to capture the characteristics of wet hair. Hair and fur in our
system can interact with water particles and change the parameters
such as weight and stiffness for physics simulation. A fast cohesion
process is then applied to wet hair at each time step to achieve realistic
clumping effects. We also introduces a shading model that
produces convincing appearance for wet hair
2 Dynamics of Wet Hair
Figure 2: The cohesion and diffusion processes. (a) The clumping
force brings the affected joints closer when the virtual spheres make
contacts. (b) As the wetness increases, the virtual spheres become
larger and collide with other spheres. (c) The simulation result after
cohesion and diffusion processes.
We model a hair strand with a series of rigid bodies connected by
joints, and represent the water by a group of particles. When a hair
segment collides with water particles, the wetness and the weight
of the segment increase, and its physical behaviors change accordingly.
We observe that the volume of the wet hair decreases drastically
[Ward and Lin 2004]. This is caused by the cohesion of water that
makes wet hair clump into bundles and groups. To improve efficiency,
only a subset of hair is selected to perform the cohesion
process that simulates the clumping effects. Figure 2 illustrates the
cohesion and diffusion processes. A virtual sphere with variable
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radius controlled by the wetness is placed at each joint to represent
the affecting space of the clumping force. When the hair segment
is hit by a water particle, the sphere attached to the connected joint
becomes larger as the wetness increases. When it is large enough to
make contacts with neighboring spheres, the clumping force brings
the affected joints closer. This way we can simulate the detailed
clumping effects for individual hair segments according to their
wetness.
We then apply a diffusion process on each joint to simulate the water
absorption and diffusion in the hair fiber. If a joint is changed
in the previous cohesion process, its neighboring joints on the same
hair strand within a diffusion range are also affected. The clumping
effect is smoothed along the hair strands by the diffusion process,
resulting in a much more natural look.
3 Shading
Our hair shading model is inspired by the physically-based approach
described in [Gupta and Magnenat-Thalmann 2007]. The
wetness of each hair segment is used to modify primary highlight,
secondary highlight, and transmission of the hair shader. The final
rendered images exhibit darker colors and higher specular reflections.
Additional parameters are provided to artists for further
controlling the degree of wetness.
4 Results and Conclusion
We have proposed an efficient method for simulating and rendering
wet hair. For the results presented in this paper, 10,000 out of
100,000 hair strands are chosen to perform the simulation. The cohesion
and diffusion processes take about two seconds per frame to
finish on a regular personal computer.
References
GUPTA, R., AND MAGNENAT-THALMANN, N. 2007. Interactive
rendering of optical effects in wet hair. In Proceedings of the
2007 ACM symposium on Virtual reality software and technology,
ACM, New York, NY, USA, VRST ’07, 133–140.
WARD, K., AND LIN, M. C. 2004. Modeling hair influenced by
water and styling products. In In International Conference on
Computer Animation and Social Agents (CASA), 207–214. |
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