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A Skinned Tetrahedral Mesh for Hair Animation and Hair-Water Interaction

机译:带有皮肤的四面体网格,用于头发动画和头发与水的交互作用

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We propose a novel framework for hair animation as well as hair-water interaction that supports millions of hairs. First, we develop a hair animation framework that embeds hair into a tetrahedralized volume mesh that we kinematically skin to deform and follow the exterior of an animated character. Allowing the hairs to follow their precomputed embedded locations in the kinematically deforming skinned mesh already provides visually plausible behavior. Creating a copy of the tetrahedral mesh, endowing it with springs, and attaching it to the kinematically skinned mesh creates more dynamic behavior. Notably, the springs can be quite weak and thus efficient to simulate because they are structurally supported by the kinematic mesh. If independent simulation of individual hairs or guide hairs is desired, they too benefit from being anchored to the kinematic mesh dramatically increasing efficiency as weak springs can be used while still supporting interesting and dramatic hairstyles. Furthermore, we explain how to embed these dynamic simulations into the kinematically deforming skinned mesh so that they can be used as part of a blendshape system where an artist can make many subsequent iterations without requiring any additional simulation. Although there are many applications for our newly proposed approach to hair animation, we mostly focus on the particularly challenging problem of hair-water interaction. While doing this, we discuss how porosities are stored in the kinematic mesh, how the kinematically deforming mesh can be used to apply drag and adhesion forces to the water, etc.
机译:我们为头发动画以及支持数百万根头发的头发与水之间的相互作用提出了一种新颖的框架。首先,我们开发了一个头发动画框架,该框架将头发嵌入四面体化的体积网格中,通过运动学可以使皮肤变形并跟随动画角色的外观。允许头发在运动学上变形的蒙皮网格中遵循其预先计算的嵌入位置,已经提供了视觉上合理的行为。创建四面体网格的副本,将其赋予弹簧,并将其附加到具有运动学外观的网格上,可以创建更多的动态行为。值得注意的是,弹簧在结构上由运动学网格支撑,因此可能非常脆弱,因此仿真效率很高。如果需要对单个头发或引导头发进行独立仿真,则它们也可以从锚定到运动网格中受益,因为可以使用弱弹簧同时仍支持有趣且引人注目的发型,从而大大提高了效率。此外,我们解释了如何将这些动态模拟嵌入运动变形的蒙皮网格中,以便将它们用作Blendshape系统的一部分,在该系统中,艺术家可以进行许多后续迭代,而无需任何其他模拟。尽管我们新提出的头发动画方法有许多应用,但我们主要关注的是头发与水之间相互作用特别具有挑战性的问题。在此过程中,我们讨论了如何在运动学网格中存储孔隙率,如何使用运动学变形的网格将阻力和附着力施加到水中等。

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