Real-Time Hair Simulation with Segment-Based Head Collision
Eduardo Poyart, Petros Faloutsos
Motion in Games, November 2010, pp. 386--397.
Abstract: This work presents a simple, stable and fast hair simulation system for interactive graphics applications whose CPU budget for hair simulation is small. Our main contribution is a hair-head collision method that has very little CPU cost and simulates the volumetric effect of hair resting on top of each other without the need for hair-hair collision. We also present a simulation-based hair styling method for end-users. This easy to use method produces hair styles for the whole head, and it is particularly suitable for abstract and exotic styles. It is applicable for video games in which avatars can be customized by the user.
@incollection{Poyart:2010:RHS,
author = {Eduardo Poyart and Petros Faloutsos},
title = {Real-Time Hair Simulation with Segment-Based Head Collision},
booktitle = {Motion in Games},
pages = {386--397},
month = nov,
year = {2010},
}
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