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Strand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often pre-computed, substantial variations between the initial and deformed shapes of the hair can cause severe deviations in fine hair geometry. Straight hairs may become kinked, and curly hairs may become zigzags. This work introduces a novel physical-driven hair interpolation scheme that utilizes existing simulated guide hair data. Instead of directly operating on positions, we interpolate the internal forces from the guide hairs before efficiently reconstructing the rendered hairs based on their material model. We formulate our problem as a constraint satisfaction problem for which we present an efficient solution. Further practical considerations are addressed using regularization terms that regulate penetration avoidance and drift correction. We have tested various hairstyles to illustrate that our approach can generate visually plausible rendered hairs with only a few guide hairs and minimal computational overhead, amounting to only about 20% of conventional linear hair interpolation. This efficiency underscores the practical viability of our method for real-time applications.more » « less
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Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduceArea ReSTIR, extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field.more » « less
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Lagrangian/Eulerian hybrid strand-based hair simulation techniques have quickly become a popular approach in VFX and real-time graphics applications. With Lagrangian hair dynamics, the inter-hair contacts are resolved in the Eulerian grid using the continuum method, i.e., the MPM scheme with the granular Drucker-Prager rheology, to avoid expensive collision detection and handling. This fuzzy collision handling makes the authoring process significantly easier. However, although current hair grooming tools provide a wide range of strand-based modeling tools for this simulation approach, the crucial sag-free initialization functionality remains often ignored. Thus, when the simulation starts, gravity would cause any artistic hairstyle to sag and deform into unintended and undesirable shapes. This paper proposes a novel four-stage sag-free initialization framework to solve stable quasistatic configurations for hybrid strand-based hair dynamic systems. These four stages are split into two global-local pairs. The first one ensures static equilibrium at every Eulerian grid node with additional inequality constraints to prevent stress from exiting the yielding surface. We then derive several associated closed-form solutions in the local stage to compute segment rest lengths, orientations, and particle deformation gradients in parallel. The second global-local step solves along each hair strand to ensure all the bend and twist constraints produce zero net torque on every hair segment, followed by a local step to adjust the rest Darboux vectors to a unit quaternion. We also introduce an essential modification for the Darboux vector to eliminate the ambiguity of the Cosserat rod rest pose in both initialization and simulation. We evaluate our method on a wide range of hairstyles, and our approach can only take a few seconds to minutes to get the rest quasistatic configurations for hundreds of hair strands. Our results show that our method successfully prevents sagging and has minimal impact on the hair motion during simulation.more » « less
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Initializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics.more » « less
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