Towards Realtime: A Hybrid Physics-based Method for Hair Animation on GPU
dc.contributor.author | Huang, Li | en_US |
dc.contributor.author | Yang, Fan | en_US |
dc.contributor.author | Wie, Chendi | en_US |
dc.contributor.author | Chen, Yu Ju (Edwin) | en_US |
dc.contributor.author | Yuan, Chun | en_US |
dc.contributor.author | Gao, Ming | en_US |
dc.contributor.editor | Wang, Huamin | en_US |
dc.contributor.editor | Ye, Yuting | en_US |
dc.contributor.editor | Victor Zordan | en_US |
dc.date.accessioned | 2023-10-16T12:33:37Z | |
dc.date.available | 2023-10-16T12:33:37Z | |
dc.date.issued | 2023 | |
dc.description.abstract | This paper introduces a hair simulator optimized for real-time applications, including console and cloud gaming, avatar live-streaming, and metaverse environments. We view the collisions between strands as a mechanism to preserve the overall volume of the hair and adopt explicit Material Point Method (MPM) to resolve the strand-strand collision. For simulating single-strand behavior, a semi-implicit Discrete Elastic Rods (DER) model is used. We build upon a highly efficient GPU MPM framework recently presented by Fei et al. [2021b] and propose several schemes to largely improve the performance of building and solving the semi-implicit DER systems on GPU. We demonstrate the efficiency of our pipeline by a few practical scenes that achieve up to 260 frames-per-second (FPS) with more than two thousand simulated strands on Nvidia GeForce RTX 3080. | en_US |
dc.description.number | 3 | |
dc.description.sectionheaders | Deformation and Physics I | |
dc.description.seriesinformation | Proceedings of the ACM on Computer Graphics and Interactive Techniques | |
dc.description.volume | 6 | |
dc.identifier.doi | 10.1145/3606937 | |
dc.identifier.issn | 2577-6193 | |
dc.identifier.uri | https://doi.org/10.1145/3606937 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3606937 | |
dc.publisher | ACM Association for Computing Machinery | en_US |
dc.subject | CCS Concepts: Computing methodologies -> Physical simulation GPU, hair, material point method" | |
dc.subject | Computing methodologies | |
dc.subject | Physical simulation GPU | |
dc.subject | hair | |
dc.subject | material point method" | |
dc.title | Towards Realtime: A Hybrid Physics-based Method for Hair Animation on GPU | en_US |