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Artistic Simulation of Curly Hair

Pixar Animation Studios. Pixar Technical Memo #12-03a. Figure 1: Example of stylized curly hair simulated with our method. c Disney/Pixar. Abstract.



Artistic Simulation of Curly Hair

Pixar Animation Studios. Pixar Technical Memo #12-03b. Figure 1: Example of stylized curly hair simulated with our method. c Disney/Pixar. Abstract.



Holding the Shape in Hair Simulation

Holding the Shape in Hair Simulation. Hayley Iben iben@pixar.com. Pixar Animation Studios. Jacob Brooks brooks@pixar.com. Pixar Animation Studios.



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Mar 5 2013 Disney/Pixar's 13th feature



SIMULATION:? FIRST LESSON (?link to lesson?)

visitors will learn how Pixar uses physics computer programming and simulation to create believable simulated hair as seen in films such as Brave.



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Pixar came up with a way to produce curly hair for the animated film ”Brave”. The team at Pixar hand placed many different types of springs/curves on the 



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[2009] used incompressible FLIP to model hair collision behavior although modeling friction and cohesion accu- rately was problematic. Subsequently



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Pete Docter) and Brave (2012 dir. Mark Andrews et al.) prominently featured hair and cloth animation by iterations of Pixar's FizT software; Frozen.



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hair pipeline had recently experimented with a fully cached solu- developed on Brave [Child and Thompson 2012] but resurrecting.



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MODELING (creating virtual 3D models based on art designs) “Brave” was the first Pixar film with a castle so the production team visited



Holding the Shape in Hair Simulation - graphicspixarcom

Hair simulation models are based on physics but require additional controls to achieve certain looks or art directions A common sim- ulation control is to use hard or soft constraints on the kinematic points provided by the articulation of the scalp or explicit rigging of the hair [Kaur et al 2018;Soares et al 2012]



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The Pixar team created many kinds of springs includingshort long fat thin stretched compressed bouncy and stiff In order togive Merida's hair volume the springs were entered on the



SIMULATION: FIRST LESSON ( link to lesson )

In this lesson visitors will learn how Pixar uses physics computer programming and simulation to create believable simulated hair as seen in films such as Brave Lesson Structure: This lesson contains 6 videos and 4 practice exercises which alternate back and forth



Recreating B rave’s Curly Hair Simulation

“Artistic Simulation of Curly Hair” models a singlehair using a mass-spring system Resemblant of existing hair models their model connects eachhair particle with a linear spring to control stretch Iben et al add the formulations of two additionalsprings -- bending and core -- in order



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There are 3 main requirements on the hair volumes: 1)complete coverage of the scalp in order to prevent bald spots 2) nointersections at the root level and 3) suf?cient smoothness Tonic isa specialized modeling tool which helps the artist easily meet theserequirements



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The simulation method is derived from a mass-spring system with added functionality to maintain a default pose and collide against the head while staying stable even at non- interactive frame rates Patches of hair are extracted from a polygonal model of the hair



Searches related to pixar brave hair simulation filetype:pdf

Pixar’s hair rendering system called gofur (developed for Mon- sters Inc ) is a set of RiProcedural plugins designed to sculpt and ef?ciently feed RiCurve geometry to PhotoRealistic RenderMan (prman) It uses bounded procedurals to delay geometry speci?ca- tion until absolutely needed by the renderer

Holding the Shape in Hair Simulation

Hayley Iben

iben@pixar.com

Pixar Animation StudiosJacob Brooks

brooks@pixar.com

Pixar Animation StudiosChristopher Bolwyn

cbolwyn@pixar.com

Pixar Animation StudiosFigure 1: Example of a single simulation shot of Helen fromIncredibles 2. Initially the wind forces cause the hair to be pulled

back (le? pair). When Helen comes to rest, the hair simulation constraint forces pull the shape back to the groomed style

(right pair). The constraint used for this force is based on the centroid of the selected points (shown in white) and can be

created once during simulation setup.©Disney/Pixar ABSTRACTHair simulation models are based on physics, but require additional controls to achieve certain looks or art directions. A common sim- ulation control is to use hard or soft constraints on the kinematic points provided by the articulation of the scalp or explicit rigging of the hair [ Kaur et al.2018;Soar eset al .2012]. While following the rigged points adds explicit control during shot work, we want to author information during the setup phase to better follow the 1 ).Wehave found that there is no single approach that satis?es every artistic requirement, and have instead developed several practical force- and constraint-based techniques over the course of the making of Brave,Inside Out,The Good Dinosaur,Coco,Incredibles 2, andToy Story 4. We have also discovered that kinematic constraints can sometimes be adversely a?ected by mesh deformation and discuss how to mitigate this e?ect for both articulated and simulated hair.

CCS CONCEPTS

•Computing methodologies→Physical simulation.

KEYWORDS

hair, simulation, groom

ACM Reference Format:

Hayley Iben, Jacob Brooks, and Christopher Bolwyn. 2019. Holding the Shape in Hair Simulation. InProceedings of SIGGRAPH "19 Talks.ACM, New

York, NY, USA,

2 pages. https://doi.org/10.1145/3306307.3328166 Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for pro?t or commercial advantage and that copies bear this notice and the full citation on the ?rst page. Copyrights for third-party components of this work must be honored.

For all other uses, contact the owner/author(s).

SIGGRAPH "19 Talks, July 28 - August 01, 2019, Los Angeles, CA, USA

©2019 Copyright held by the owner/author(s).

ACM ISBN 978-1-4503-6317-4/19/07.

https://doi.org/10.1145/3306307.33281661 MODIFYING THE REST SHAPE SinceBrave, our most basic method for holding a hair"s groomed shape is to counter the force of gravity by modifying the rest shape. Internally, we call this gravity preloading. While there are optimiza- tion approaches to counteract sagging [

Twigg and Kačić-Alesić

2011
], we are able use a direct approach. We modify the rest target vectors used for bending springs in our proprietary hair simulator Taz [ Iben et al.2013], although this idea could be applied to other models using target vectors for the hair shape. We observed that we can set the gravity force equation,f=m?(mmass,?gravity) equal to the spring force equation from Hooke"s Law,f=-kd, and solve for the displacement vectord. The resulting direction computed during rest target initialization isd=-(cm?)/k, using the constantcto control the amount of gravity preloading. We recently improved this by summing the mass up to the point being computed, which provided more accurate gravity compensation. In certain cases, we can dynamically recompute the rest shape to account for deformation of the hair, such as with Joy"s movable cowlick onInside Out, or change the rest lengths of hair springs based on the character scaling. While this information a?ects the hair model, it cannot maintain stylistic features like hair clumps that should move together. Thus, we developed additional artistic controls that either hold the hair styles during motion or allow for more dynamic responses.

2 CENTROID CONSTRAINT

OnIncredibles 2, Dash"s and Helen"s hair styles were artistically required to have regions that moved en masse yet be changed dy- namically. Initially we tried our previous simulation techniques for hair grouping used on Spot inThe Good Dinosaur. On that char- acter, we constrained the hair-to-hair contacts that were initially touching at the tips to keep clumps of hairs grouped throughout the simulation. Although this worked well for Spot"s groom where SIGGRAPH "19 Talks, July 28 - August 01, 2019, Los Angeles, CA, USA Iben et al. on Dash, including the top of his head (shown in white), to

aid in groom preservation.©Disney/Pixarhairs tips ended near each other, we quickly ran into problems with

Helen"s hair. It was di?cult to have the hair at the tip maintain the shape of the groom and have the hair-to-hair edge contacts be ex- actly touching to create the constraints; hair contacts would either push the hairs apart when increased or not touch when decreased, which missed hairs that were to be automatically kept together. Dash provided similar challenges with the back swoop of his hair. To address these issues, we introduced a new constraint by ?rst computing the centroid of a selection of hair points, then con- straining each point to this centroid. This centroid was dynamically updated during the simulation based on the simulated points. This approach is similar to shape matching [

Müller et al.2005], but we

only maintain the distance from the centroid and not the overall spatial relationship. We instead rely on the already present hair-to- hair edge contact springs to provide soft constraints to neighboring hairs, letting the hair move dynamically. The resulting constraint pulls the hair towards the groom shape while giving dynamic re- sponses to external forces like wind (Figure 1

3 EFFECTS OF MESH DEFORMATION

During the development ofCoco, we found that some hair styles were more di?cult to setup for simulation, such as a bun that has a shape relative to the scalp. In this case, we initially constrained the hair tips to the kinematic location provided to the simulator. However, articulation of the scalp, such as when a character raises her eyebrows or smiles, quickly precluded this constraint type as an option. Becausethe articulationpropagatesthroughthe scalpgeom- etry, it rotates the kinematic hair away from the scalp and creates invalid target points for the constraint. As is common practice, we then created a constraint type that automatically ?nds the closest point on the hair"s scalp upon initialization, using barycentric coor- dinates for tracking. This hard or soft constraint then maintains the distance to the computed scalp point during simulation. We have used this scalp relative constraint on several grooms, including Incredibles 2"sDash (Figure2 ) andToy Story 4"sBonnie, and found it gives better control over the desired shape of the hair. the deformation of the mesh was still an issue. The primitives to which hairs are rooted can undergo large deformations, especially

around the joints of furry characters. After unexpected behaviorFigure3:Wecreatedasquareandattachedanon-orthogonal

hair to its surface (a, b) to test the e?ects of mesh defor- mation on hair. When we use the deformed surface directly to compute the hair transformation (c), the hair undergoes unbiased way, the rotation is reduced (d).©Disney/Pixar onCoco"sPepita andIncredibles 2"sDash, we discovered that our unsimulated hair was being a?ected by the mesh deformation in an inconsistent way, most noticeably when hairs that are not grown perpendicular to the scalp (Figure 3 (a, b)). for the coordinate frame. The common approach we were using in both our proprietary animation system, Presto, and Taz was to construct an orthonormal coordinate frame using cross products given two vectors from the scalp as input. The vectors used depend on the discretization of the surface; we use two triangle edges for a mesh and the limit frame for a subdivision surface. However, this coordinate frame can undergo large rotations when mesh defor- mations include stretches and shears (Figure

3 c). This approach

is also biased by the choice of edges used for coordinate frame construction; choosing two di?erent edges of the triangle can yield a di?erent rotation or be degenerate. To avoid this issue, we construct a rotation for each hair root that best ?ts the scalp deformation between the rest pose and current pose. We apply this rotation to an orthonormal rest frame to obtain the frame of the current pose. This approach avoids unnecessarily large rotations of the hair root (Figure

3 d) and avoids bias in the

frame computation. Our approach is based on previous techniques that extract a minimal rigid transformation from an arbitrary defor- mation. This construction provides more stable root frames during scalp deformation for both the kinematic points and dynamically simulated hair and is in use on all the characters inToy Story 4, including the furry Bunny and Ducky.

REFERENCES

Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, and An- drew Witkin. 2013. Artistic Simulation of Curly Hair. InProc. of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 63-71. Avneet Kaur, Maryann Simmons, and Brian Whited. 2018. Hierarchical Controls for Art-directed Hair at Disney. InACM SIGGRAPH 2018 Talks. 13:1-13:2. Matthias Müller, Bruno Heidelberger, Matthias Teschner, and Markus Gross. 2005. Meshless Deformations Based on Shape Matching.ACM Trans. Graph.24, 3 (July

2005), 471-478.

Olivier Soares, Samantha Raja, Rich Hurrey, and Hayley Iben. 2012. Curls Gone Wild: Hair Simulation in Brave. InACM SIGGRAPH 2012 Talks. 22:1-22:1. Christopher D. Twigg and Zoran Kačić-Alesić. 2011. Optimization for Sag-free Sim- ulations. InProceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on

Computer Animation. 225-236.

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