Physically-based simulation of hair strips in real-time

Date

2005

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Abstract

In this paper, we present our implementation of physically-based simulation of hair strips. We used a mass-spring model followed by a hybrid approach where particle systems and the method of clustering of hair strands are employed. All the forces related to springs are implemented: gravity, repulsions from collisions (head and ground), absorption (ground only), frictions (ground and air), internal spring frictions. Real-time performance is achieved for physically-based simulation of hair strips and promising results in terms of the realistic hair behavior and hair rendering are obtained. Copyright UNION Agency - Science Press.

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WSCG SHORT Papers Proceedings

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UNION Agency - Science Press

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Published Version (Please cite this version)

Language

English