Skip to content

← ArchivePaper2009

Hair Meshes

Cem Yuksel, Scott Schaefer, John Keyser

SIGGRAPH AsiaAcademic110 cites1 descendantCFX

Mesh-based representation for volumetric hair enabling efficient simulation and rendering of dense hair interacting with the body.

Abstract

Hair meshes are a new method for modeling hair that brings hair modeling as close as possible to modeling polygonal surfaces, giving artists direct control over the overall shape of the hair. The hair mesh represents the entire hair volume with topological constraints that allow the path of individual hair strands to be automatically and uniquely traced from the scalp through the volume using barycentric coordinates and Catmull-Rom splines. A set of topological operations such as face extrude, layer insert, and edge separate let users create and edit hair meshes while preserving these constraints, and internal vertices are placed automatically via a constrained quadratic minimization solved with conjugate gradients so the artist need only manipulate the outer surface. The approach supports a wide range of realistic hairstyles, integrates with procedural styling and wisp-based techniques, and can be used for real-time hair simulation.

How to read this

Category
Method: a mesh-based hair modeling representation
Contributions
  • A hair mesh representation that brings hair modeling close to polygonal surface modeling, giving artists direct control over overall hair shape
  • Topological constraints that let individual strands be traced automatically and uniquely from scalp through the volume using barycentric coordinates and Catmull-Rom splines
  • Editing operations (face extrude, layer insert, edge separate) plus automatic internal-vertex placement via constrained quadratic minimization, so artists manipulate only the outer surface
Context
A surface-modeling-inspired approach to volumetric hair that connects to wisp-based and procedural styling techniques, intended to support real-time simulation and rendering of dense hair.
Correctness
Demonstrated across a range of realistic hairstyles with constraint-preserving edits; readers should note the claims center on artist control and topology preservation rather than physically validated strand dynamics, and the constrained solve assumes the outer surface adequately determines interior structure.
Clarity
Accessible; a first pass conveys the surface-modeling-for-hair idea, do a second pass for the topological constraints and the quadratic minimization formulation.
How to read it
Focus first on the topology rules and the strand-tracing scheme; do a second pass on the constrained quadratic minimization (conjugate gradients) if you intend to implement the interior-vertex solver.

Builds on

Nothing in the archive, this is a starting point.

Built upon by

Related work

Keywords

This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →