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maq

May have posted this link in another lecture already, but it seems more relevant to this slide -- here is an interesting series of videos about Merida's (from Frozen) curly hair simulation as springs https://www.khanacademy.org/partner-content/pixar/simulation/hair-simulation-101/v/hair-simulation-intro

ecohen2

Are there more efficient ways to represent hair? I know in lecture you said you don't know if they're simulating a piece of rope for each strand of hair but, if they were, that seems really expensive. I know pixar has a paper on hair rendering (https://graphics.pixar.com/library/CurlyHairB/paper.pdf) and I also found this from Stanford (http://www.graphics.stanford.edu/courses/cs448-05-winter/papers/course34.pdf) but I'm just curious if there is more of a "standard" as this is something I have never really thought about much.

hteo

I know blender saves some representation space on CPU by forming bunches of hair, so each explicitly represented hair strand becomes 100s of hair strands essentially.