Inverse Dynamic Hair Modeling with Frictional Contact
ACM Transactions on Graphics, November 2013 (Proceedings of the ACM SIGGRAPH Asia 2013 Conference)
Abstract
In the latest years, considerable progress has been achieved for
accurately acquiring the geometry of human hair, thus largely
improving the realism of virtual characters. In parallel, rich and
robust physics-based simulators have been successfully designed to
capture the intricate dynamics of hair due to contact and
friction. However, at the moment there exists no consistent pipeline
for converting a given hair geometry into a realistic physics-based
hair model. Current approaches simply initialize the hair simulator
with the input geometry in the absence of external forces. This
results in an undesired sagging effect when the dynamic simulation
is started, which basically ruins all the efforts put into the
accurate design and/or capture of the input hairstyle. In this paper
we propose the first method which consistently and robustly accounts
for surrounding forces --- gravity and frictional contacts,
including hair self-contacts --- when converting a geometric
hairstyle into a physics-based hair model. Taking an arbitrary hair
geometry as input together with a corresponding body mesh, we
interpret the hair shape as a static equilibrium configuration of a
hair simulator, in the presence of gravity as well as hair-body and
hair-hair frictional contacts. Assuming hair parameters are
homogeneous and lie in a plausible range of physical values, we show
that this large, underdetermined inverse problem can be formulated
as a well-posed constrained optimization problem, which can be
robustly and efficiently solved by leveraging the frictional contact
solver of the direct hair simulator. Our method was successfully
applied to the animation of various hair geometries, ranging from
synthetic hairstyles manually designed by an artist to the most
recent human hair data reconstructed from capture.
Download
- Paper: [PDF]
- Accompanying video: [MPEG4]
- Other ressources (including source code):
- the geometric fitting of space curves to piecewise helices was performed using our floating tangents algorithm
- the inverse nonsmooth problem was solved as a particular case of our Fischer-Burmeister frictional contact solver.
Acknowledgments
We would like to thank Laurence Boissieux for creating the character meshes and
motions as well as the synthetic wavy hairstyle, and Romain Casati for producing many of the final
renderings, using the opensource YafaRay raytracer. We are also very
grateful to Tomas Lay Herrera, Arno Zinke, Andreas Weber (Bonn University) and Linjie Luo, Hao Li,
Szymon Rusinkiewicz (Princeton University) for sharing with us their latest data of captured hair.
Finally, we would like to thank the anonymous reviewers for their useful comments.