A Multi-Scale Model for Simulating Liquid-Hair Interactions

Yun (Raymond) Fei, Henrique Teles Maia, Christopher Batty, Changxi Zheng, Eitan Grinspun The diverse interactions between hair and liquid are complex and span multiple length scales, yet are central to the appearance of humans and animals in many situations. We therefore propose a novel multi-component simulation framework that treats many of the key physical mechanisms […]

Position and Orientation Based Cosserat Rods

Tassilo Kugelstadt, Elmar Schoemer We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework. The main challenge is that torsion effects of Cosserat rods are described in terms of material frames which are attached to the centerline of the rod. But frames or orientations do not […]

Wetbrush: GPU-based 3D painting simulation at the bristle level

Zhili Chen, Byungmoon Kim, Daichi Ito, Huamin Wang We present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each time step. To achieve this goal, we propose to […]

Yarn-Level Simulation of Woven Cloth

Gabriel Cirio, Jorge Lopez-Moreno, David Miraut, Miguel A. Otaduy The large-scale mechanical behavior of woven cloth is determined by the mechanical properties of the yarns, the weave pattern, and frictional contact between yarns. Using standard simulation methods for elastic rod models and yarn-yarn contact handling, the simulation of woven garments at realistic yarn densities is […]

Coupling Hair with Smoothed Particle Hydrodynamics Fluids

Wei-Chin Lin We present a two-way coupling technique for simulating the complex interaction between hair and fluids. In our approach, the motion of hair and fluids is simulated by evaluating the hydrodynamic forces among them based on boundary handling techniques used in SPH (Smoothed Particle Hydrodynamics) fluids. When hair makes contact with fluids, water absorption […]

Adaptive Nonlinearity for Collisions in Complex Rod Assemblies

Danny M. Kaufman, Rasmus Tamstorf, Breannan Smith, Jean-Marie Aubry, Eitan Grinspun We develop an algorithm for the efficient and stable simulation of large-scale elastic rod assemblies. We observe that the time-integration step is severely restricted by a strong nonlinearity in the response of stretching modes to transversal impact, the degree of this nonlinearity varying greatly […]

A Reduced Model for Interactive Hairs

Menglei Chai, Changxi Zheng, Kun Zhou Realistic hair animation is a crucial component in depicting virtual characters in interactive applications. While much progress has been made in high-quality hair simulation, the overwhelming computation cost hinders similar fidelity in realtime simulations. To bridge this gap, we propose a data-driven solution. Building upon precomputed simulation data, our […]

Inverse Dynamic Hair Modeling with Frictional Contact

Alexandre Derouet-Jourdan, Florence Bertails-Descoubes, Gilles Daviet, Joelle Thollot In the latest years, considerable progress has been achieved for accurately acquiring the geometry of human hair, thus largely improving the realism of virtual characters. In parallel, rich and robust physics-based simulators have been successfully designed to capture the intricate dynamics of hair due to contact and […]

Super Space Clothoids

Romain Casati, Florence Bertails-Descoubes Thin elastic filaments in real world such as vine tendrils, hair ringlets or curled ribbons often depict a very smooth, curved shape that low-order rod models — e.g., segment-based rods — fail to reproduce accurately and compactly. In this paper, we push forward the investigation of high-order models for thin, inextensible […]

Fast Simulation of Inextensible Hair and Fur

Matthias Mueller, Tae-Young Kim, Nuttapong Chentanez In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with […]