Position-based Shape Constraint for Real-time Hair Simulation
Resumo
In this work we present a method to simulate curly hair with its spring-like characteristics in real-time, while maintaining the strand inextensibility. By using the position-based simulation framework and expanding on previous works on the same topic, a new constraint is devised to keep the curls shape. We share our results and stablish parallels with other related works.Referências
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Bertails, F., Audoly, B., Cani, M.-P., Querleux, B., Leroy, F., and Lévêque, J.-L. (2006). Super-helices for predicting the dynamics of natural hair. ACM Transactions on Graphics (TOG), 25(3):1180–1187.
Cabello, R. (2010–2025). Three.js. [link]. Accessed: 2025-04-21.
Cavazotti, M. d. M. and Guedes, A. L. P. (2024). Real-time curls. [link]. SIGGRAPH - I3D - Awarded Best poster - audience choice - [link] best-poster---audience-choice.
Chai, M., Zheng, C., and Zhou, K. (2014). A reduced model for interactive hairs. ACM Transactions on Graphics (TOG), 33(4):1–11.
Chai, M., Zheng, C., and Zhou, K. (2016). Adaptive skinning for interactive hair-solid simulation. IEEE transactions on visualization and computer graphics, 23(7):1725–1738.
Emmelkamp, P. M. and Meyerbröker, K. (2021). Virtual reality therapy in mental health. Annual review of clinical psychology, 17(1):495–519.
Guang, Y. and Huang, Z. (2002). A method of human short hair modeling and real time animation. 10th Pacific Conference on Computer Graphics and Applications, 2002. Proceedings.. DOI: 10.1109/pccga.2002.1167891.
Hadap, S. and Magnenat-Thalmann, N. (2001). Modeling dynamic hair as a continuum. Computer Graphics Forum, 20(3):329–338. DOI: 10.1111/1467-8659.00525.
Han, D. and Harada, T. (2012). Real-time hair simulation with efficient hair style preservation. In Bender, J., Kuijper, A., Fellner, D. W., and Guerin, E., editors, Workshop on Virtual Reality Interaction and Physical Simulation. The Eurographics Association. DOI: /10.2312/PE/vriphys/vriphys12/045-051.
Hoffman, H. G., Boe, D. A., Rombokas, E., Khadra, C., LeMay, S., Meyer, W. J., Patterson, S., Ballesteros, A., and Pitt, S. W. (2020). Virtual reality hand therapy: A new tool for nonopioid analgesia for acute procedural pain, hand rehabilitation, and vr embodiment therapy for phantom limb pain. Journal of hand therapy, 33(2):254–262.
Hu, Y. (2018). Taichi: An open-source computer graphics library. arXiv preprint arXiv:1804.09293.
Hu, Y. (2018–2025). Taichi. [link]. Accessed: 2025-04-22.
Jiang, J., Sheng, B., Li, P., Ma, L., Tong, X., and Wu, E. (2020). Real-time hair simulation with heptadiagonal decomposition on mass spring system. Graphical Models, 111:101077.
Liang, W. and Huang, Z. (2003). An enhanced framework for real-time hair animation. 11th Pacific Conference on Computer Graphics and Applications, 2003. Proceedings.. DOI: 10.1109/pccga.2003.1238296.
Macklin, M., Müller, M., and Chentanez, N. (2016). Xpbd: position-based simulation of compliant constrained dynamics. In Proceedings of the 9th International Conference on Motion in Games, pages 49–54.
Macklin, M., Storey, K., Lu, M., Terdiman, P., Chentanez, N., Jeschke, S., and Müller, M. (2019). Small steps in physics simulation. In Proceedings of the 18th annual ACM siggraph/eurographics symposium on computer animation, pages 1–7.
Müller, M., Heidelberger, B., Hennix, M., and Ratcliff, J. (2007). Position based dynamics. Journal of Visual Communication and Image Representation, 18(2):109–118.
Müller, M., Kim, T.-Y., and Chentanez, N. (2012). Fast simulation of inextensible hair and fur. VRIPHYS, 12:39–44.
Plante, E., Cani, M.-P., and Poulin, P. (2001). A layered wisp model for simulating interactions inside long hair. Eurographics Workshop on Computer Animation and Simulation (EGCAS). DOI: 10.1007/978-3-7091-6240-8_13.
Plante, E., Cani, M.-P., and Poulin, P. (2002). Capturing the complexity of hair motion. Graphical Models, 64:40–58. DOI: 10.1006/gmod.2002.0568.
Renganayagalu, S. K., Mallam, S. C., and Nazir, S. (2021). Effectiveness of vr head mounted displays in professional training: A systematic review. Technology, Knowledge and Learning, pages 1–43.
Rosenblum, R. E., Carlson, W. E., and Tripp, E. (1991). Simulating the structure and dynamics of human hair: Modelling, rendering and animation. The Journal of Visualization and Computer Animation, 2(4):141–148. DOI: 10.1002/vis.4340020410.
Sánchez-Banderas, R. M., Barreiro, H., García-Fernández, I., and Pérez, M. (2015). Real-time inextensible hair with volume and shape. In CEIG. DOI: 10.2312/ceig.20151194.
Selle, A., Lentine, M., and Fedkiw, R. (2008). A mass spring model for hair simulation. In ACM SIGGRAPH 2008 papers, pages 1–11.
Smith, V., Warty, R. R., Sursas, J. A., Payne, O., Nair, A., Krishnan, S., da Silva Costa, F., Wallace, E. M., Vollenhoven, B., et al. (2020). The effectiveness of virtual reality in managing acute pain and anxiety for medical inpatients: systematic review. Journal of medical Internet research, 22(11):e17980.
Ward, K., Bertails, F., Kim, T.-y., Marschner, S. R., Cani, M.-p., and Lin, M. C. (2007). A Survey on Hair Modeling: Styling, Simulation, and Rendering. IEEE Transactions on Visualization and Computer Graphics, 13(2):213–234. DOI: 10.1109/TVCG.2007.30.
Wu, K. and Yuksel, C. (2016). Real-time hair mesh simulation. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pages 59–64.
Yang, J. (2024). A survey on hair modeling. Highlights in Science, Engineering and Technology, 115:512–526. DOI: 10.54097/y7bzrg65.
Yuksel, C., Schaefer, S., and Keyser, J. (2009). Hair meshes. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2009), 28(5):166:1–166:7. DOI: 10.1145/1661412.1618512.
Zibrek, K. and McDonnell, R. (2019). Social presence and place illusion are affected by photorealism in embodied VR. In Proceedings of the 12th ACM SIGGRAPH Conference onf Motion, Interaction and Games, pages 1–7.
Bertails, F., Audoly, B., Cani, M.-P., Querleux, B., Leroy, F., and Lévêque, J.-L. (2006). Super-helices for predicting the dynamics of natural hair. ACM Transactions on Graphics (TOG), 25(3):1180–1187.
Cabello, R. (2010–2025). Three.js. [link]. Accessed: 2025-04-21.
Cavazotti, M. d. M. and Guedes, A. L. P. (2024). Real-time curls. [link]. SIGGRAPH - I3D - Awarded Best poster - audience choice - [link] best-poster---audience-choice.
Chai, M., Zheng, C., and Zhou, K. (2014). A reduced model for interactive hairs. ACM Transactions on Graphics (TOG), 33(4):1–11.
Chai, M., Zheng, C., and Zhou, K. (2016). Adaptive skinning for interactive hair-solid simulation. IEEE transactions on visualization and computer graphics, 23(7):1725–1738.
Emmelkamp, P. M. and Meyerbröker, K. (2021). Virtual reality therapy in mental health. Annual review of clinical psychology, 17(1):495–519.
Guang, Y. and Huang, Z. (2002). A method of human short hair modeling and real time animation. 10th Pacific Conference on Computer Graphics and Applications, 2002. Proceedings.. DOI: 10.1109/pccga.2002.1167891.
Hadap, S. and Magnenat-Thalmann, N. (2001). Modeling dynamic hair as a continuum. Computer Graphics Forum, 20(3):329–338. DOI: 10.1111/1467-8659.00525.
Han, D. and Harada, T. (2012). Real-time hair simulation with efficient hair style preservation. In Bender, J., Kuijper, A., Fellner, D. W., and Guerin, E., editors, Workshop on Virtual Reality Interaction and Physical Simulation. The Eurographics Association. DOI: /10.2312/PE/vriphys/vriphys12/045-051.
Hoffman, H. G., Boe, D. A., Rombokas, E., Khadra, C., LeMay, S., Meyer, W. J., Patterson, S., Ballesteros, A., and Pitt, S. W. (2020). Virtual reality hand therapy: A new tool for nonopioid analgesia for acute procedural pain, hand rehabilitation, and vr embodiment therapy for phantom limb pain. Journal of hand therapy, 33(2):254–262.
Hu, Y. (2018). Taichi: An open-source computer graphics library. arXiv preprint arXiv:1804.09293.
Hu, Y. (2018–2025). Taichi. [link]. Accessed: 2025-04-22.
Jiang, J., Sheng, B., Li, P., Ma, L., Tong, X., and Wu, E. (2020). Real-time hair simulation with heptadiagonal decomposition on mass spring system. Graphical Models, 111:101077.
Liang, W. and Huang, Z. (2003). An enhanced framework for real-time hair animation. 11th Pacific Conference on Computer Graphics and Applications, 2003. Proceedings.. DOI: 10.1109/pccga.2003.1238296.
Macklin, M., Müller, M., and Chentanez, N. (2016). Xpbd: position-based simulation of compliant constrained dynamics. In Proceedings of the 9th International Conference on Motion in Games, pages 49–54.
Macklin, M., Storey, K., Lu, M., Terdiman, P., Chentanez, N., Jeschke, S., and Müller, M. (2019). Small steps in physics simulation. In Proceedings of the 18th annual ACM siggraph/eurographics symposium on computer animation, pages 1–7.
Müller, M., Heidelberger, B., Hennix, M., and Ratcliff, J. (2007). Position based dynamics. Journal of Visual Communication and Image Representation, 18(2):109–118.
Müller, M., Kim, T.-Y., and Chentanez, N. (2012). Fast simulation of inextensible hair and fur. VRIPHYS, 12:39–44.
Plante, E., Cani, M.-P., and Poulin, P. (2001). A layered wisp model for simulating interactions inside long hair. Eurographics Workshop on Computer Animation and Simulation (EGCAS). DOI: 10.1007/978-3-7091-6240-8_13.
Plante, E., Cani, M.-P., and Poulin, P. (2002). Capturing the complexity of hair motion. Graphical Models, 64:40–58. DOI: 10.1006/gmod.2002.0568.
Renganayagalu, S. K., Mallam, S. C., and Nazir, S. (2021). Effectiveness of vr head mounted displays in professional training: A systematic review. Technology, Knowledge and Learning, pages 1–43.
Rosenblum, R. E., Carlson, W. E., and Tripp, E. (1991). Simulating the structure and dynamics of human hair: Modelling, rendering and animation. The Journal of Visualization and Computer Animation, 2(4):141–148. DOI: 10.1002/vis.4340020410.
Sánchez-Banderas, R. M., Barreiro, H., García-Fernández, I., and Pérez, M. (2015). Real-time inextensible hair with volume and shape. In CEIG. DOI: 10.2312/ceig.20151194.
Selle, A., Lentine, M., and Fedkiw, R. (2008). A mass spring model for hair simulation. In ACM SIGGRAPH 2008 papers, pages 1–11.
Smith, V., Warty, R. R., Sursas, J. A., Payne, O., Nair, A., Krishnan, S., da Silva Costa, F., Wallace, E. M., Vollenhoven, B., et al. (2020). The effectiveness of virtual reality in managing acute pain and anxiety for medical inpatients: systematic review. Journal of medical Internet research, 22(11):e17980.
Ward, K., Bertails, F., Kim, T.-y., Marschner, S. R., Cani, M.-p., and Lin, M. C. (2007). A Survey on Hair Modeling: Styling, Simulation, and Rendering. IEEE Transactions on Visualization and Computer Graphics, 13(2):213–234. DOI: 10.1109/TVCG.2007.30.
Wu, K. and Yuksel, C. (2016). Real-time hair mesh simulation. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pages 59–64.
Yang, J. (2024). A survey on hair modeling. Highlights in Science, Engineering and Technology, 115:512–526. DOI: 10.54097/y7bzrg65.
Yuksel, C., Schaefer, S., and Keyser, J. (2009). Hair meshes. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2009), 28(5):166:1–166:7. DOI: 10.1145/1661412.1618512.
Zibrek, K. and McDonnell, R. (2019). Social presence and place illusion are affected by photorealism in embodied VR. In Proceedings of the 12th ACM SIGGRAPH Conference onf Motion, Interaction and Games, pages 1–7.
Publicado
30/09/2025
Como Citar
CAVAZOTTI, Matheus de Moraes; GUEDES, André Luiz Pires.
Position-based Shape Constraint for Real-time Hair Simulation. In: WORKSHOP DE TESES E DISSERTAÇÕES - CONFERENCE ON GRAPHICS, PATTERNS AND IMAGES (SIBGRAPI), 38. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 48-54.
