不可扩展毛发和毛皮的快速仿真

J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, M. Müller, T. Y. Kim, N. Chentanez
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引用次数: 63

摘要

摘要本文主要研究了动画人物毛发和皮毛的快速模拟。虽然在故事片中模拟计算机生成的演员的头发和皮毛是很常见的,但在电脑游戏中,角色仍然主要是手工动画。模拟头发的一个主要困难是它被人类认为是不可扩展的。防止物体被拉伸是一个全局的非线性问题。这就是为什么实时模拟完全不可扩展对象仍然是一个重大挑战和开放的研究课题的原因。现有的方法通常使用每个视觉帧多次迭代来求解物理方程,然后是应变极限迭代的次数。调整迭代次数是一种以增加计算量为代价来提高模拟精度的方法,反之亦然。在极端的情况下,每个视觉帧一个求解器迭代,大多数现有的方法崩溃,要么变得不稳定,要么引入大量的拉伸。在本文中,我们提出了一种鲁棒的方法,保证了每帧迭代一次的不可扩展性。这种极端的性能是以降低精度为代价的。我们发现,对于图形应用来说,付出这个代价是值得的,因为不准确性不会在视觉上造成干扰,但该方法的速度允许实时模拟数千根头发。类别和主题描述符
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Fast Simulation of Inextensible Hair and Fur
AbstractIn this paper we focus on the fast simulation of hair and fur on animated characters. While it is common in featurefilms to simulate hair and fur of computer generated actors, characters are still mostly hand-animated in computergames. A main difficulty of simulating hair is that it is perceived as inextensible by humans. Preventing an objectfrom being stretched is a global, non-linear problem. This is the reason why simulating completely inextensibleobjects in real-time remains a major challenge and an open research topic.Existing approaches typically use multiple iterations per visual frame to solve the physical equations followed bynumber of strain limiting iterations. Adjusting the number of iterations is a way to increase the accuracy of thesimulation at the expense of more computation and vice versa. In the extreme case of one solver iteration per visualframe, most existing methods break down, either by becoming unstable or by introducing a substantial amount ofstretching.In this paper, we present a robust method that guarantees inextensiblity with a single iteration per frame. Thisextreme performance comes at the price of reduced accuracy. We found that for applications in graphics, it isworth to pay this price because the inaccuracies are not visually disturbing but the speed of the method allows thesimulation of thousands of hairs in real-time.Categories and Subject Descriptors
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