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Hair Simulation COMP 768 Qi Mo.

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Presentation on theme: "Hair Simulation COMP 768 Qi Mo."— 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 Simulation Dynamic motion 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 Simulation Dynamic motion 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 along r
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 segments 1≤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 qn – rest position
– 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

51 Multi-resolution Methods
Tradeoff: performance and realism Level-of-detail representations Adaptive clustering

52 Level-of-Detail Representations
Three discrete levels of detail - strands, clusters, and strips Common representation by subdivided curves and surfaces Collision detection using Swept Sphere Volumes Dynamic level transition based on visibility, viewing distance, and motion

53 Adaptive Clustering Continuously adjustment with Adaptive Wisp Tree (AWT) Dynamically splits or groups wisps while preserving tree-like structure Implicitly models hair interactions

54 Hair Rendering Representation Light scattering in hair
Hair self-shadowing Acceleration

55 Representation Explicit representation
curved cylinder, trigonal prism, triangle strips thin -> undersampling -> blending techniques Implicit representation volumetric textures, cluster model with density avoid aliasing, but traversal may be expensive

56 Hair Optical Properties
Hair composed of amorphous proteins as a transparent medium with an index of refraction η= 1.55 Contain pigments that absorb light in a wavelength-dependent way -> color Circular/elliptical fibers treated as one-dimensional

57 Light scattering One-dimensional reformulation of BRDF
Reflection and refraction in cylinders Physical measurement of scattering

58 Light Scattering Model
Kay and Kajiya’s model Marschner’s model

59 Self-shadowing Challenges - complex geometry
- strong forward scattering properties Ray-casting through a volumetric representation Shadow maps

60 Rendering Acceleration
Approximating Hair Geometry Interactive Volumetric Rendering Graphics Hardware

61 Summary Styling Simulation Rendering
Hair geometry Attaching hair to scalp, generate global shape, capture finer details Simulation Hair mechanics Mass-spring systems, One dimensional projective equations, Rigid multi-body serial chain, Dynamic super-helices Continuous medium, disjoint groups Multi-resolution methods Rendering Hair optics Representation, light scattering, self-shadowing, acceleration techniques

62 Open Challenges Physically-based realism
Visual realism with high user control Computations acceleration

63 Reference Anjyo, Usami & Kurihara (1992): A simple method for extracting the natural beauty of hair Bertails, Kim, Cani & Neumann (2003): Adaptive wisp tree – a multiresolution control structure for simulating dynamic clustering in hair motion Chang, Jin & Yu (2002): A practical model for hair mutual interactions Hadap & Magnenat-Thalmann (2001): Modeling dynamic hair as a continuum Koh & Huang (2000): Real-time animation of human hair modeled in strips

64 6. Kurihara, Anjyo & Thalmann (1993): Hair animation with collision detection
7. L'Oréal (2005): Hair Science 8. Magnenat-Thalmann & Hadap (2000): State of the art in hair simulation 9. Petrovic, Henne & Anderson (2007): Volumetric methods for simulation and rendering of hair 10. Plante, Cani & Poulin (2001): A layered wisp model for simulating interactions inside long hair 11. Rosenblum, Carlson & Tripp (1991): Simulating the structure and dynamics of human hair: Modeling, rendering, and animation

65 12. Volino & Magnenat-Thalmann (1999): Animating complex hairstyles in real-time
13. Watanbe & Suenaga (1992): A trigonal prism-based method for hair image generation 14. Ward, Bertails, Kim, Marschner, Cani & Lin (2007): A survey on hair modeling: styling, simulation and rendering 15. Ward & Lin (2003): Adaptive grouping and subdivision for simulating hair dynamics 16. Ward, Lin, Lee, Fisher & Macri (2003): Modeling hair using level-of-detail representations


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