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 approach constructs a reduced model to optimally represent hair motion characteristics with a small number of guide hairs and the corresponding interpolation relationships. At runtime, utilizing such a reduced model, we only simulate guide hairs that capture the general hair motion and interpolate all rest strands. We further propose a hair correction method that corrects the resulting hair motion with a position-based model to resolve hair collisions and thus captures motion details. Our hair simulation method enables a simulation of a full head of hairs with over 150K strands in realtime. We demonstrate the efficacy and robustness of our method with various hairstyles and driven motions (e.g., head movement and wind force), and compared against full simulation results that does not appear in the training data.

A Reduced Model for Interactive Hairs

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 friction. However, at the moment there exists no consistent pipeline for converting a given hair geometry into a realistic physics-based hair model. Current approaches simply initialize the hair simulator with the input geometry in the absence of external forces. This results in an undesired sagging effect when the dynamic simulation is started, which basically ruins all the efforts put into the accurate design and/or capture of the input hairstyle. In this paper we propose the first method which consistently and robustly accounts for surrounding forces — gravity and frictional contacts, including hair self-contacts — when converting a geometric hairstyle into a physics-based hair model. Taking an arbitrary hair geometry as input together with a corresponding body mesh, we interpret the hair shape as a static equilibrium configuration of a hair simulator, in the presence of gravity as well as hair-body and hair-hair frictional contacts. Assuming hair parameters are homogeneous and lie in a plausible range of physical values, we show that this large, underdetermined inverse problem can be formulated as a well-posed constrained optimization problem, which can be robustly and efficiently solved by leveraging the frictional contact solver of the direct hair simulator. Our method was successfully applied to the animation of various hair geometries, ranging from synthetic hairstyles manually designed by an artist to the most recent human hair data reconstructed from capture.

Inverse Dynamic Hair Modeling with Frictional Contact

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 elastic rods by building the dynamics of a G2-continuous piecewise 3D clothoid: a smooth space curve with piecewise affine curvature. With the aim of precisely integrating the rod kinematic problem, for which no closed-form solution exists, we introduce a dedicated integration scheme based on power series expansions. It turns out that our algorithm reaches machine precision orders of magnitude faster compared to classical numerical integrators. This property, nicely preserved under simple algebraic and differential operations, allows us to compute all spatial terms of the rod kinematics and dynamics in both an efficient and accurate way. Combined with a semi-implicit time-stepping scheme, our method leads to the efficient and robust simulation of arbitrary curly filaments that exhibit rich, visually pleasing configurations and motion. Our approach was successfully applied to generate various scenarios such as the unwinding of a curled ribbon as well as the aesthetic animation of spiral-like hair or the fascinating growth of twining plants.

Super Space Clothoids

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 simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.

Fast Simulation of Inextensible Hair and Fur

Artistic Simulation of Curly Hair

Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, Andrew Witkin

We present a novel method for stably simulating stylized curly hair that addresses artistic needs and performance demands, both found in the production of feature films. To satisfy the artistic requirement of maintaining the curl’s helical shape during motion, we propose a hair model based upon an extensible elastic rod. We introduce a novel method for stably computing a frame along the hair curve, essential for stable simulation of curly hair. Our hair model introduces a novel spring for controlling the bending of the curl and another for maintaining the helical shape during extension. We also address performance concerns often associated with handling hair-hair contact interactions by efficiently parallelizing the simulation. To do so, we present a novel algorithm for pruning both hair-hair contact pairs and hair particles. Our method is in use on a full length feature film and has proven to be robust and stable over a wide range of animated motion and on a variety of hair styles, from straight to wavy to curly.

Artistic Simulation of Curly Hair

 

Wetting Effects in Hair Simulation

Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita

There is considerable recent progress in hair simulations, driven by the high demands in computer animated movies. However, capturing the complex interactions between hair and water is still relatively in its infancy. Such interactions are best modeled as those between water and an anisotropic permeable medium as water can flow into and out of the hair volume biased in hair fiber direction. Modeling the interaction is further challenged when the hair is allowed to move. In this paper, we introduce a simulation model that reproduces interactions between water and hair as a dynamic anisotropic permeable material. We utilize an Eulerian approach for capturing the microscopic porosity of hair and handle the wetting effects using a Cartesian bounding grid. A Lagrangian approach is used to simulate every single hair strand including interactions with each other, yielding fine-detailed dynamic hair simulation. Our model and simulation generate many interesting effects of interactions between fine-detailed dynamic hair and water, i.e., water absorption and diffusion, cohesion of wet hair strands, water flow within the hair volume, water dripping from the wet hair strands and morphological shape transformations of wet hair.

Wetting Effects in Hair Simulation

Super-Clothoids

Florence Bertails-Descoubes

Piecewise clothoids are 2D curves with continuous, piecewise linear curvature. Due to their smoothness properties, they have been extensively used in road design and robot path planning, as well as for the compact representation of hand-drawn curves. In this paper we present the Super-Clothoid model, a new mechanical model that for the first time allows for the computing of the dynamics of an elastic, inextensible piecewise clothoid. We first show that the kinematics of this model can be computed analytically depending on the Fresnel integrals, and precisely evaluated when required. Secondly, the discrete dynamics, naturally emerging from the Lagrange equations of motion, can be robustly and efficiently computed by performing and storing formal computations as far as possible, recoursing to numerical evaluation only when assembling the linear system to be solved at each time step. As a result, simulations turn out to be both interactive and stable, even for large displacements of the rod. Finally, we demonstrate the versatility of our model by handling various boundary conditions for the rod as well as complex external constraints such as frictional contact, and show that our model is perfectly adapted to inverse statics. Compared to lower-order models, the super-clothoid appears as a more natural and aesthetic primitive for bridging the gap between 2D geometric design and physics-based deformation.

Super-Clothoids

Large-Scale Dynamic Simulation of Highly Constrained Strands

Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai

A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strand-like physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node, whose degrees of freedom precisely match the constraint, and the Eulerian node, which allows constraint handling that is independent of the initial discretization of the strand. The resulting system generates robust, efficient, and accurate simulations of massively constrained systems of rigid bodies and strands.

Large-Scale Dynamic Simulation of Highly Constrained Strands

Solid Simulation with Oriented Particles

We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is to use oriented particles that store rotation and spin, along with the usual linear attributes, i.e. position and velocity. This additional information adds substantially to traditional particle methods. First, particles can be represented by anisotropic shapes such as ellipsoids, which approximate surfaces more accurately than spheres. Second, shape matching becomes robust for sparse structures such as chains of particles or even single particles because the undefined degrees of freedom are captured in the rotational states of the particles. Third, the full transformation stored in the particles, including translation and rotation, can be used for robust skinning of graphical meshes and for transforming plastic deformations back into the rest state.

Solid Simulation with Oriented Particles

A Nonsmooth Newton Solver for Capturing Exact Coulomb Friction in Fiber Assemblies

We focus on the challenging problem of simulating thin elastic rods in contact, in the presence of friction. Most previous approaches in computer graphics rely on a linear complementarity formulation for handling contact in a stable way, and approximate Coulombs’s friction law for making the problem tractable. In contrast, following the seminal work by Alart and Curnier in contact mechanics, we simultaneously model contact and exact Coulomb friction as a zero finding problem of a nonsmooth function. A semi-implicit time-stepping scheme is then employed to discretizethe dynamics of rods constrained by frictional contact: this leads to a set of linear equations subject to an equality constraint involving a non-differentiable function. To solve this one-step problem we introduce a simple and practical nonsmooth Newton algorithm, which proves to be reasonably efficient and robust for systems that are not over-constrained. We show that our method is able to finely capture the subtle effects that occur when thin elastic rods with various geometries enter into contact, such as stick-slip instabilities in free configurations, entangling curls, resting contacts in braid-like structures, or the formation of tight knots under large constraints. Our method can be viewed as a first step towards the accurate modeling of dynamic fibrous materials.

A Nonsmooth Newton Solver for Capturing Exact Coulomb Friction in Fiber Assemblies