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
Publisher
UNION Agency - Science Press
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Keywords
Hair simulation, Physically-based, Real-time, Strip-based, Hair rendering, Hair simulation, Hair strand, Hybrid approach, Mass-spring models, Particle systems, Physically-based, Physically-based simulation, Real time performance, Real-time, Strip-based, Computer graphics, Friction, Visualization, Computer vision
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English