← ArchivePaper2023
Towards Realtime: A Hybrid Physics-based Method for Hair Animation on GPU
Li Huang, Fan Yang, Chendi Wei, Yu Ju (Edwin) Chen, Chun Yuan, Ming Gao
This hybrid physics-based method targets real-time hair simulation for games, avatar streaming, and metaverse applications.
Abstract
This hybrid physics-based method targets real-time hair simulation for games, avatar streaming, and metaverse applications. It treats inter-strand collisions as a means to preserve overall hair volume, resolving them with an explicit Material Point Method while simulating individual strands with a semi-implicit Discrete Elastic Rods model. The GPU pipeline reaches up to 260 frames per second with more than two thousand simulated strands on an Nvidia GeForce RTX 3080.
How to read this
- Category
- Method: real-time hair simulation on GPU (hybrid physics)
- Contributions
- A hybrid scheme that simulates individual strands with a semi-implicit Discrete Elastic Rods model.
- Treats inter-strand collisions as a volume-preserving process resolved with an explicit Material Point Method.
- A GPU pipeline reported to reach up to 260 FPS with more than two thousand simulated strands on an RTX 3080.
- Context
- Builds on continuum/MPM hair simulation (cf. McAdams et al., 2009 on detail-preserving continuum simulation of straight hair) combined with Discrete Elastic Rods, targeting games, avatar streaming and metaverse use.Builds on: Detail-Preserving Continuum Simulation of Straight Hair
- Correctness
- Performance is demonstrated on specific hardware (RTX 3080) at a given strand count; the volume-preservation framing for collisions is an approximation, and behavior outside the tested regime (denser hair, other GPUs) is not claimed.
- Clarity
- Moderately technical; a first pass conveys the MPM-plus-DER split, a second pass is needed for the coupling and the semi-implicit integration.
- How to read it
- Read for the architecture (which solver handles strands vs collisions) first; do a second pass on the GPU pipeline and time-stepping if real-time performance is your goal.
Builds on
Built upon by
Nothing yet.
Related work
- Adaptive Nonlinearity for Collisions in Complex Rod Assemblies 2014 / SIGGRAPH
- Wrinkle Meshes 2010 / SCA
- Interactive Hair Simulation on the GPU Using ADMM 2023 / SIGGRAPH
- Loki: A Unified Multiphysics Simulation Framework for Production 2022 / SIGGRAPH
Keywords
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