Styling and animating human hair

Keisuke Kishi, Shigeo Morishima

Research output: Contribution to journalArticle

Abstract

Synthesizing facial images by computer graphics (CG) has attracted attention in connection with the current trends toward synthesizing virtual faces and realizing communication systems in cyberspace. In this paper, a method for representing human hair, which is known to be difficult to synthesize in computer graphics, is presented. In spite of the fact that hair is visually important in human facial imaging, it has frequently been replaced by simple curved surfaces or a part of the background. Although the methods of representing hair by mapping techniques have achieved results, such methods are inappropriate in representing motions of hair. Thus, spatial curves are used to represent hair, without using textures or polygons. In addition, hair style design is simplified by modeling hair in units of tufts, which are partially concentrated areas of hair. This paper describes the collision decisions and motion representations in this new hair style design system, the modeling of tufts, the rendering method, and the four-branch (quadtree) method. In addition, hair design using this hair style design system and the animation of wind-blown hair are illustrated.

Original languageEnglish
Pages (from-to)31-40
Number of pages10
JournalSystems and Computers in Japan
Volume33
Issue number3
DOIs
Publication statusPublished - 2002 Mar
Externally publishedYes

Fingerprint

Computer graphics
System Design
Animation
Quadtree
Curved Surface
Motion
Communication systems
Modeling
Textures
Rendering
Polygon
Communication Systems
Texture
Imaging techniques
Branch
Collision
Imaging
Human
Face
Curve

Keywords

  • Animation
  • Computer graphics
  • GUI
  • Hair style
  • Tuft model

ASJC Scopus subject areas

  • Hardware and Architecture
  • Information Systems
  • Theoretical Computer Science
  • Computational Theory and Mathematics

Cite this

Styling and animating human hair. / Kishi, Keisuke; Morishima, Shigeo.

In: Systems and Computers in Japan, Vol. 33, No. 3, 03.2002, p. 31-40.

Research output: Contribution to journalArticle

Kishi, Keisuke ; Morishima, Shigeo. / Styling and animating human hair. In: Systems and Computers in Japan. 2002 ; Vol. 33, No. 3. pp. 31-40.
@article{1277b8fb198949b1b113bd6ae349c4ef,
title = "Styling and animating human hair",
abstract = "Synthesizing facial images by computer graphics (CG) has attracted attention in connection with the current trends toward synthesizing virtual faces and realizing communication systems in cyberspace. In this paper, a method for representing human hair, which is known to be difficult to synthesize in computer graphics, is presented. In spite of the fact that hair is visually important in human facial imaging, it has frequently been replaced by simple curved surfaces or a part of the background. Although the methods of representing hair by mapping techniques have achieved results, such methods are inappropriate in representing motions of hair. Thus, spatial curves are used to represent hair, without using textures or polygons. In addition, hair style design is simplified by modeling hair in units of tufts, which are partially concentrated areas of hair. This paper describes the collision decisions and motion representations in this new hair style design system, the modeling of tufts, the rendering method, and the four-branch (quadtree) method. In addition, hair design using this hair style design system and the animation of wind-blown hair are illustrated.",
keywords = "Animation, Computer graphics, GUI, Hair style, Tuft model",
author = "Keisuke Kishi and Shigeo Morishima",
year = "2002",
month = "3",
doi = "10.1002/scj.1111",
language = "English",
volume = "33",
pages = "31--40",
journal = "Systems and Computers in Japan",
issn = "0882-1666",
publisher = "John Wiley and Sons Inc.",
number = "3",

}

TY - JOUR

T1 - Styling and animating human hair

AU - Kishi, Keisuke

AU - Morishima, Shigeo

PY - 2002/3

Y1 - 2002/3

N2 - Synthesizing facial images by computer graphics (CG) has attracted attention in connection with the current trends toward synthesizing virtual faces and realizing communication systems in cyberspace. In this paper, a method for representing human hair, which is known to be difficult to synthesize in computer graphics, is presented. In spite of the fact that hair is visually important in human facial imaging, it has frequently been replaced by simple curved surfaces or a part of the background. Although the methods of representing hair by mapping techniques have achieved results, such methods are inappropriate in representing motions of hair. Thus, spatial curves are used to represent hair, without using textures or polygons. In addition, hair style design is simplified by modeling hair in units of tufts, which are partially concentrated areas of hair. This paper describes the collision decisions and motion representations in this new hair style design system, the modeling of tufts, the rendering method, and the four-branch (quadtree) method. In addition, hair design using this hair style design system and the animation of wind-blown hair are illustrated.

AB - Synthesizing facial images by computer graphics (CG) has attracted attention in connection with the current trends toward synthesizing virtual faces and realizing communication systems in cyberspace. In this paper, a method for representing human hair, which is known to be difficult to synthesize in computer graphics, is presented. In spite of the fact that hair is visually important in human facial imaging, it has frequently been replaced by simple curved surfaces or a part of the background. Although the methods of representing hair by mapping techniques have achieved results, such methods are inappropriate in representing motions of hair. Thus, spatial curves are used to represent hair, without using textures or polygons. In addition, hair style design is simplified by modeling hair in units of tufts, which are partially concentrated areas of hair. This paper describes the collision decisions and motion representations in this new hair style design system, the modeling of tufts, the rendering method, and the four-branch (quadtree) method. In addition, hair design using this hair style design system and the animation of wind-blown hair are illustrated.

KW - Animation

KW - Computer graphics

KW - GUI

KW - Hair style

KW - Tuft model

UR - http://www.scopus.com/inward/record.url?scp=0036500294&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=0036500294&partnerID=8YFLogxK

U2 - 10.1002/scj.1111

DO - 10.1002/scj.1111

M3 - Article

VL - 33

SP - 31

EP - 40

JO - Systems and Computers in Japan

JF - Systems and Computers in Japan

SN - 0882-1666

IS - 3

ER -