A skinned tetrahedral mesh for hair-water interaction

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This dissertation presents kinematically deforming skinned mesh (KDSM), a novel data structure that serves as a foundation to implement hair-water simulation system for hair animation, robust volume-conserving water simulation, and hair-water interaction. Both hair and water simulation techniques have become very popular in the entertainment industry, especially in motion pictures; however, these techniques suffer from limited scalability, difficult artist control, and a lack of a flexible framework. We present a skinned tetrahedral mesh based framework that efficiently computes hair, water, and hair-water phenomena while offering a powerful control for artists and providing a flexible framework to integrate multiple methods. After the introductory chapter, we discuss our novel hair animation technique and hair-water interaction scheme. We provide the following layering framework which is well suited for an iterative feedback loop of a creative process, offering a straightforward and powerful artist control by separating bulk hair motion and intricate hair motion. For an input character animation, we initialize a tetrahedral mesh, KDSM, in a sculpt/normalized/T-pose and generate a corresponding animation sequence of KDSMs. We apply kinematic skinning by embedding hair particles to follow the KDSMs to achieve bulk hair motion, and additionally apply dynamic skinning by applying more deformation on the copied KDSMs for external forces. Then, if intricate hair motion is required, we use either blendshape hair for precomputed intricate hair motion within the KDSM or individual hair simulation for dynamic motion. This chapter ends with a discussion of how we run our novel hair-water solver with a hair porosity scheme to handle hair-water interactions in the Eulerian grid. In the next chapter, we present a robust volume-conserving character-water interaction. A coarse Cartesian Eulerian grid is used to capture bulk water motion, and our novel volume-conserving volume-of-fluid method in arbitrary Lagrangian-Eulerian mesh derived from the KDSM is used to achieve intricate water motion with high adaptivity. We precompute various auxiliary information to improve the simulation time and the robustness. Also discussed is a fast, robust, and simple partitioned approach to two-way couple our two distinct fluid solvers. We present a novel volume-of-fluid solver which can control fluid motion more easily, such as adhesion effects and anisotropic porosity for hair. Our novel water surface reconstruction produces a smooth and temporally coherent surface. Finally, we demonstrate hair-water interaction in a setting similar to that discussed in the previous chapter with improved visual quality.


Type of resource text
Form electronic resource; remote; computer; online resource
Extent 1 online resource.
Place California
Place [Stanford, California]
Publisher [Stanford University]
Copyright date 2018; ©2018
Publication date 2018; 2018
Issuance monographic
Language English


Author Lee, Minjae
Degree supervisor Fedkiw, Ronald P, 1968-
Thesis advisor Fedkiw, Ronald P, 1968-
Thesis advisor Fatahalian, Kayvon
Thesis advisor Levis, Philip
Degree committee member Fatahalian, Kayvon
Degree committee member Levis, Philip
Associated with Stanford University, Computer Science Department.


Genre Theses
Genre Text

Bibliographic information

Statement of responsibility Minjae Lee.
Note Submitted to the Computer Science Department.
Thesis Thesis Ph.D. Stanford University 2018.
Location electronic resource

Access conditions

© 2018 by Minjae Lee
This work is licensed under a Creative Commons Attribution Non Commercial 3.0 Unported license (CC BY-NC).

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