ABSTRACT
Hair simulation models are based on physics, but require additional controls to achieve certain looks or art directions. A common simulation control is to use hard or soft constraints on the kinematic points provided by the articulation of the scalp or explicit rigging of the hair [Kaur et al. 2018; Soares et al. 2012]. While following the rigged points adds explicit control during shot work, we want to author information during the setup phase to better follow the groomed shape automatically during simulation (Figure 1). We have found that there is no single approach that satisfies every artistic requirement, and have instead developed several practical force-and constraint-based techniques over the course of the making of Brave, Inside Out, The Good Dinosaur, Coco, Incredibles 2, and Toy Story 4. We have also discovered that kinematic constraints can sometimes be adversely affected by mesh deformation and discuss how to mitigate this effect for both articulated and simulated hair.
Supplemental Material
- Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, and Andrew Witkin. 2013. Artistic Simulation of Curly Hair. In Proc. of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 63--71. Google Scholar
Digital Library
- Avneet Kaur, Maryann Simmons, and Brian Whited. 2018. Hierarchical Controls for Art-directed Hair at Disney. In ACM SIGGRAPH 2018 Talks. 13:1--13:2. Google Scholar
Digital Library
- Matthias Müller, Bruno Heidelberger, Matthias Teschner, and Markus Gross. 2005. Meshless Deformations Based on Shape Matching. ACM Trans. Graph. 24, 3 (July 2005), 471--478. Google Scholar
Digital Library
- Olivier Soares, Samantha Raja, Rich Hurrey, and Hayley Iben. 2012. Curls Gone Wild: Hair Simulation in Brave. In ACM SIGGRAPH 2012 Talks. 22:1--22:1. Google Scholar
Digital Library
- Christopher D. Twigg and Zoran Kačić-Alesić. 2011. Optimization for Sag-free Simulations. In Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 225--236. Google Scholar
Digital Library
Index Terms
Holding the shape in hair simulation
Recommendations
State and future of hair in feature film and visual effects
SIGGRAPH '17: ACM SIGGRAPH 2017 PanelsComputer generated hair has historically been a challenging element in the feature film and visual effects industry. Technology and workflow challenges in authoring, animation, simulation, shading, lighting and rendering have motivated studios and ...
Capturing the complexity of hair motion
Modeling the highly inelastic interactions inside hair, and between the hair and the character body, is a determinant feature for achieving realistic hair animation. However, the extremely large number of hair strands has so far prevented animators from ...
Hair Grooming with Imageworks’ Fyber
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksFyber is our new proprietary standalone grooming software solution for hair and fur on all current and upcoming film projects.
It was developed at Sony Picture Imageworks (SPI) to address the need for a faster, more interactive and more artist-friendly ...




Comments