Hair Modeling and Rendering Rupali Patekar CSE 570 March 5th 2003 Outline of the presentation • Fundamental Issues • Types of modeling – Examples and Comparison • Thesis approach to modeling • Closing remarks • References Fundamental Issues • Shape modeling • Dynamics – Collision detection • Rendering The problem of hair modeling • Not just drawing lines. • Specifying required hairstyles (design) is not easy. • Large number of primitives are stored / rendered. • Realism is vital. The problem of hair rendering • Complex interaction of light and shadows – Anisotropic reflection – Self Shadowing – Backlighting • Aliasing Types of modeling • Volumetric texture based • Particle systems • Geometry based – Explicit hair models – Cluster based Examples : Texture Mapping • Real Time Fur over Arbitrary Surfaces (ACM 2001) J. Lengyel , H. Hoppe : Microsoft Research E. Praun, A Finkelstein : Princeton University Examples : Volumetric Textures • Hypertexture – Density variation in 3D space – 3D vector valued noise and perturbance – Applicable over analytically defined surfaces. • Hypertexture Ken Perlin, E. M. Hoffert (1989) Examples : Volumetric Textures • Solid Texture: Texel – 3D texture map with surface frame and lighting model parameters embedded over a volume. • Rendering: ray casting •Rendering Fur with Three Dimensional Textures J. T. Kajiya, T. L. Kay (1989) Geometric Modeling • Explicit hair model – Force fields – Vector field primitives • Cluster based – Control Hair – Interpolation Comparison of methods Thesis Approach • • • • Head approximated by a sphere Cluster based Control hair : B-spline Voronoi diagram on sphere – Surface divided into regions of control hair influence. • Hairs generated by interpolation • Rendering techniques Closing Remarks • Open research area • Animation is important and challenging. • Application in the entertainment industry – Ice Age, Monsters Inc. , Final Fantasy etc. References • State of the Art in Hair Simulation – Nadia Magnenat-Thalmann, Sunil Hadap , Prem Kalra – International Workshop on Human Modeling and Animation, 2000 • Real Time Fur over Arbitrary Surfaces – J. Lengyel, E. Praun, A. Finkelstein, H. Hoppe – ACM Symposium on Interactive 3D Techniques, 2001 • Hypertexture – Ken Perlin, E. M. Hoffert – Computer Graphics (Proceedings of SIGGRAPH ’89) • Rendering Fur with Three Dimensional Textures – J. T. Kajiya, T. L. Kay – Computer Graphics (Proceedings of SIGGRAPH ’89) References • Interactive Multiresolution Hair Modeling and Editing – T. Kim, U. Neumann – Proceedings of ACM SIGGRAPH 2002 • Fake Fur Rendering – D. Goldman – Proceedings of ACM SIGGRAPH ’97 • A Thin Shell Volume for Modeling Human Hair – T Kim, U Neumann – Computer Animation 2000 • Rendering Hair using Pixel Blending and Shadow Buffers – A. LeBlanc, R. Turner, D Thalmann – Journal of Visualisation and Computer Animation, 1991 Links • Fur with Lapped Sliced Textures – http://research.microsoft.com/research/downloads/ Questions ?
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