2013
DOI: 10.1145/2508363.2508398
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Inverse dynamic hair modeling with frictional contact

Abstract: Figure 1: Our inversion method makes the hair synthesis pipeline consistent: (a) Raw hair geometry (a set of polylines) resulting from the manual design or the automatic capture of a static hairstyle (here, a capture from [Herrera et al. 2012]); (b) Input geometry is automatically converted into a dynamic hair model (a set of super-helices) at equilibrium under gravity and frictional hair-body and hair-hair contact forces; Unlike classical hair simulators (c) which ignore surrounding forces when initializing t… Show more

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Cited by 37 publications
(22 citation statements)
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References 48 publications
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“…Derouet-Jourdan [2013] treated hair shape as a static equilibrium configuration of a hair simulator and solve an inverse problem for finding a physically valid rest shape for a given hairstyle. Twigg and Kačić-Alesić [2011] proposed a solution to the inversion problem with contact of mass-springs systems to reduce sagging in animations through nonlinear optimization.…”
Section: Simulation and Optimization Of Rodsmentioning
confidence: 99%
“…Derouet-Jourdan [2013] treated hair shape as a static equilibrium configuration of a hair simulator and solve an inverse problem for finding a physically valid rest shape for a given hairstyle. Twigg and Kačić-Alesić [2011] proposed a solution to the inversion problem with contact of mass-springs systems to reduce sagging in animations through nonlinear optimization.…”
Section: Simulation and Optimization Of Rodsmentioning
confidence: 99%
“…Derouet-Jourdan et al [2010] proposed an inverse design method for 2D dynamic curves to convert a userinput sketch into a dynamic rod model and then optimize the natural curvatures to achieve certain equilibrium states. Derouet-Jourdan et al [2013] proposed a constrained optimization method for solving the inverse static equilibrium problem of hairs subject to gravity and frictional contacts. These methods were specifically designed for slender structures.…”
Section: Related Workmentioning
confidence: 99%
“…For applications of animation control, initial shapes are often computed using fast models such as spring-mass systems [Twigg and Kačić-Alesić 2011], which are efficient but less accurate, and thus not applicable to predictive computational design tasks such as those in 3D fabrication. For rod-like geometries, solutions can be efficiently found using reduced kinematic models (e.g., [Hadap 2006;Derouet-Jourdan et al 2010;Derouet-Jourdan et al 2013]), yet no such method exists for general volumetric elastic objects. Thus existing methods for computational design and 3D fabrication (e.g., Skouras et al 2012]) typically formulate the rest shape computation as a nonlinear (constraint) optimization problem solved by a Newton-type iterative solver.…”
Section: Introductionmentioning
confidence: 99%
“…To avoid the daunting task of manipulating individual hair fibers, these systems usually provide some kinds of geometric proxy, such as guide strands or polygonal surfaces for more intuitive design and manipulation of hair [Choe and Ko 2005;Fu et al 2007;Wither et al 2007;Yuksel et al 2009;Ghoniem and Museth 2013]. Further realism can be achieved through physical simulation as a post-process [Selle et al 2008;Derouet-Jourdan et al 2013]. While it is possible to manually create braided hairstyles from scratch as demonstrated in [Yuksel et al 2009], complex and realistic ones are very difficult and time consuming to produce (often requiring up to several weeks for a skilled artist).…”
Section: Previous Workmentioning
confidence: 99%