A Practical Self-Shadowing Algorithm for Interactive Hair Animation
This paper presents a new fast and accurate self-shadowing algorithm for animated hair. Our method
is based on a 3D light-oriented density map, a novel structure that combines an optimized volumetric
representation of hair with a light-oriented partition of space. Using this 3D map, accurate hair
self-shadowing can be interactively processed (several frames per second for a full hairstyle) on a
standard CPU. Beyond the fact that our application is independent of any graphics hardware (and thus
portable), it can easily be parallelized for better performance. Our method is especially adapted to
render animated hair since there is no geometry-based precomputation and since the density map can
be used to optimize hair self-collisions. The approach has been validated on a dance motion
sequence, for various hairstyles.
Images and movies
BibTex references
@InProceedings\{BMC05a,
author = "Bertails, Florence and M\'enier, Cl\'ement and Cani, Marie-Paule",
title = "A Practical Self-Shadowing Algorithm for Interactive Hair Animation",
booktitle = "Graphics Interface",
pages = "71--78",
month = "May",
year = "2005",
note = "Best student paper award.",
keywords = "Hair rendering, Hair animation, Real-time techniques",
url = "http://www-evasion.imag.fr/Publications/2005/BMC05a"
}
Other publications in the database
» Florence Bertails :
in lab LJK base , in team EVASION base
» Clément Ménier : in lab LJK base , in team EVASION base
» Marie-Paule Cani : in lab LJK base , in team EVASION base
» Clément Ménier : in lab LJK base , in team EVASION base
» Marie-Paule Cani : in lab LJK base , in team EVASION base
![BertailsHairRendering.pdf [2.3Mo]](/Publications/images/pdf.png)