Hair Modelling Animation and Rendering Wen Tang School

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Hair Modelling, Animation, and Rendering Wen Tang School of Computing, University of Teesside http:

Hair Modelling, Animation, and Rendering Wen Tang School of Computing, University of Teesside http: //www-scm. tees. ac. uk/users/w. tang/research. html Bath, 25 Years of CG

Hair Modelling, Animation, and Rendering • Objectives of this presentation 1. A literature review

Hair Modelling, Animation, and Rendering • Objectives of this presentation 1. A literature review of hair techniques from the past to the present. 2. To showcase the advancement in high visual complexity techniques in computer graphics using hair as an example. 3. A personal view of future development in the area. Bath, 25 Years of CG

Hair Modelling, Animation, and Rendering • Human hair is a crucial element for computer

Hair Modelling, Animation, and Rendering • Human hair is a crucial element for computer generated characters. • Early work on computer generated hair is by Kajiva & Kay 1989. • The latest work is Scheuermann’s real-time realistic hair rendering in 2004. 15 years later [Kajiya & Kay 1989] [Scheuermann 2004] Bath, 25 Years of CG

Hair Modelling • Hair modelling involves the task of dealing with high-density hair strands,

Hair Modelling • Hair modelling involves the task of dealing with high-density hair strands, stylistic strand variations, and the mappings between the volumetric nature of hair to surface models (character’s head models). 1. Animal fur and short hair modelling [Kajiya and Kay 1989; Neyret, 1997; Lengyel et al. 2001]. 2. Long hair modelling and styling [Anjyo et al. 1992; Thalmann 2001; Lee and Ko 2001]. Bath, 25 Years of CG Hadap and

Hair Modelling 1. Individual hair strand model 2. Wisp models are to generate a

Hair Modelling 1. Individual hair strand model 2. Wisp models are to generate a cluster of adjacent hair stands that have the same tendency in style and motions. 1. Wisp models utilise modelling parameters such as numbers of stands in a cluster, shapes of wisps, and lengths of wisps for style variations. [Xu & Yang 2001] [Kim & Neumann 2002 ] Bath, 25 Years of CG

Hair Modelling • Methods for mapping volumetric hair to the surface of head models

Hair Modelling • Methods for mapping volumetric hair to the surface of head models 1. A scalp surface method can be obtained by extracting a copy of the head polygons to form a new mesh. 2. Image maps are usually used to indicate the hair colour and the ‘growing ‘ direction and position of a hair strand. 3. This systematic approach provides flexibilities to create different hair types. Bath, 25 Years of CG

Hair Modelling • Example of hair types (TAn. G Group, Teesside) Colour map Orientation

Hair Modelling • Example of hair types (TAn. G Group, Teesside) Colour map Orientation map position map Bath, 25 Years of CG

Hair Modelling – Example of hair types (TAn. G Group, Teesside) Bath, 25 Years

Hair Modelling – Example of hair types (TAn. G Group, Teesside) Bath, 25 Years of CG

Hair Animation • Difficult problems with hair animation • Realistic hair-hair, hair-body, and hair-air

Hair Animation • Difficult problems with hair animation • Realistic hair-hair, hair-body, and hair-air interactions. • Real-time hair dynamics. • Existing approaches: 1. Spring-mass model 2. Dynamic continuum model [Hadap and Magnenat. Thalmann 2001] 3. Cluster wisp model [Plante et al 2001] 4. Loosely connected particle model [Bando et al 2003] 5. NURBS surface shell model [Montoya-vozmediano & Hammel 2003; Noble & Tang 2004] Bath, 25 Years of CG

Hair Animation [Hadap and Magnenat-Thalmann 2001] [TAn. G Group, Teesside] [Bertails et al 2003]

Hair Animation [Hadap and Magnenat-Thalmann 2001] [TAn. G Group, Teesside] [Bertails et al 2003] Bath, 25 Years of CG [Bando et al 2003]

Hair Animation [Noble & Tang 2004] Bath, 25 Years of CG

Hair Animation [Noble & Tang 2004] Bath, 25 Years of CG

Hair Animation Image from Final Fantasy (Kai’s hair) Bath, 25 Years of CG

Hair Animation Image from Final Fantasy (Kai’s hair) Bath, 25 Years of CG

Hair Rendering • Hair rendering 1. One important aspect is to simulate the light

Hair Rendering • Hair rendering 1. One important aspect is to simulate the light scattering from fibres. This task also involves simulating the light reflection from the fibre surfaces and the translucent properties of the fibres including volume absorption of light and inter-reflection 2. Kay’s model [ Kajiya & Kay 1989] 3. Marschner’s model [ Marschner et al 2003] Bath, 25 Years of CG

Hair Rendering [Marschner et al 2003] [Scheuermann 2004] [Kajiya & Kay 1989] [Marschner et

Hair Rendering [Marschner et al 2003] [Scheuermann 2004] [Kajiya & Kay 1989] [Marschner et al 2003] Bath, 25 Years of CG

Modelling and Animating Cartoon Hair with NURBS Surfaces [Noble & Tang 2004] Bath, 25

Modelling and Animating Cartoon Hair with NURBS Surfaces [Noble & Tang 2004] Bath, 25 Years of CG

Hair Modelling, Animation, and Rendering • Conclusion 1. High standard results are achieved, but

Hair Modelling, Animation, and Rendering • Conclusion 1. High standard results are achieved, but there is a lack of successful integrated solutions that would work in all three aspects of hair simulation. 2. Creating good looking hair remains a tedious task. 3. Realistic real-time hair is a highly desirable feature in the CG industry. 4. Traditional art is a rich source of inspiration for artistic hair. Bath, 25 Years of CG

Hair Modelling, Animation, and Rendering • References: Anjyo, K. , Usami, Y. , and

Hair Modelling, Animation, and Rendering • References: Anjyo, K. , Usami, Y. , and Kurihara, T. 1992. A Simple Method for Extracting the Natural Beauty of Hair. Proceedings of ACM SIGGRAPH’ 92, 26(4), pp. 111 -120. Bando, Y. , Chen, B. Y. , and Nishita, T. 2003. Animating Hair with Loosely Connected Particles. Proceedings of EUROGRAPHICS 2003, vol 22(2003). No. 3. Bertails, F. , Kim, Cani, M. P. , and Neumann, U. 2003. Adaptive Wisp-Tree – A Multiresolution Control Structure for Simulating Dynamic Clustering in Hair Motion. Symposium on Computer Animation'03 , July 2003. Hadap , S. and Thalmann. N. M. 2001. Modelling Dynamic Hair as a Continuum. Proceedings of EUROGRAPHICS’ 2001. Kajiya, J. and Kay, T. 1989. Rendering Fur with Three Dimensional Textures. Proceedings of ACM SIGGRAPH’ 89, 23(4), pp. 271 -280. Lee, D. W. and Ko, H. S. , 2001 Natural Hairstyle Modelling and Animation. Graphical Models, 63(2), 67 -85. Lengyel, J. E. , Praun, E. , Finkelstein, A. , and Hoppe, H. 2001. Real-time Fur over Arbitrary Surfaces. ACM Symposium on Interactive 3 D Techniques 2001, 227 -232. Marschner, R. S. , Jensen, H. W. , Cammarano, M. , Worley, S. , and Hanrahan, P. 2004. Light Scattering from Human Hair Fibers. ACM SIGGRAPH’ 04. Neyret, F. 1997. Modelling, Animating, and Rendering Complex Scenes Using Volumetric Textures. IEEE Transaction on Visualization and Computer Graphics, 4(1), 55 -70. Plante, E. , Cani, M. P. , and Poulin, P. 2001. A Layered Wisp Model for Simulating Interactions Inside Long Hair. Eurographics Workshop on Computer Animation and Simulation 2001, pp. 139 -148. Scheuermann. T. Practical Real-time Hair Rendering and Shading. ACM SIGGRAPH’ 04 Sketch Xu, Z. and Yang, X. D. 2001. H-Hair. Studio: An Interactive Tool for Hair Design. IEEE Computer Graphics and Applications, 21(3), 36 -43. Bath, 25 Years of CG