[PDF] Disney's Hair Pipeline: Crafting Hair Styles From Design to





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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.



A Dynamic Hair Rigging System for Maya

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 



A material point method for snow simulation

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



Nonlinear Simulation and Management Theory at Pixar

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



Hypertextural Garments on Pixars Soul

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



Fun Facts “The Science Behind Pixar” exhibition is organized into

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]



'Brave' features hair-raising animations - Physorg

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



Disney's Hair Pipeline: Crafting Hair Styles From Design to

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



Simulation and Visualization of Hair for Real-Time Games

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

Disney"s Hair Pipeline: Crafting Hair Styles From Design to Motion

Maryann Simmons Brian Whited

Walt Disney Animation Studios

Figure 1: Previs: (a) drawing, (b) hand-modeled hair volumes.Grooming: (c) Tonic tubes (˜50 tubes), (d) Tonic center curves and region

maps,(e) guide hairs interpolating volumes (˜1000).Simulation: (f) hair rig, (g) simulation curves (˜100 sim curves, motion of guide curves

is interpolated from sim curves:˜1000 guide curves).Render: (h) test render (˜400,000 rendered curves).

1 Introduction

In this talk we will describe the hair pipeline at Disney - its evo- lution spanning multiple productions and its use on Disney"s most recent full length animated feature,Frozen. Producing intricate hair styles is a challenging problem, spanning many departments. We focus on the generation of the hair groom and motion. Figure 1 il- lustrates key components of the pipeline for Elsa"s groom, one of the many complex hair styles created on Frozen. The artistic vision is conveyed through visual development art, of- ten in the form of drawings ( 1 a). Then, hand-modeled 3D proxies are sculpted to capture the desired flow, style, and volume of the hair ( 1 b). These proxies can be created quickly by a skilled modeler and serve as an approximation of the look of the final groom. How- ever, ultimately, individual hairs must be produced that populate the hair volume such that the groom characteristics are preserved in simulation. These hand-sculpted volumes are generally not suit- able for this task and producing a groom that meets the stringent requirements of downstream stages is painstaking to do manually. Even if the appropriate models can be created, many changes are made to the groom during development, and if done by hand, the entire process often must be repeated from scratch. This tedious method was used previously, but became infeasible as the complex- ity and number of grooms increased each production. To scale with the complexity and number of grooms, we developed new tools and workflows to support the control needed for grooming and simula- tion, and streamlined the process by providing a common toolset across departments. We start our more detailed description of the pipeline at the point where the 2D/3D visdev is approved.

2 Grooming

Since the human head has on the order of a hundred thousand hairs, it is impractical to design a groom at the individual hair level. We developed a new grooming tool,Tonic, which uses geometric vol- umes to procedurally groom the hairstyle. These volumes (1c) are then populated automatically with thousands of individual hair strands. There are 3 main requirements on the hair volumes: 1) complete coverage of the scalp in order to prevent bald spots, 2) no intersections at the root level, and 3) sufficient smoothness. Tonic is a specialized modeling tool which helps the artist easily meet these requirements. To ensure coverage, Tonic provides an intuitive interactive interface for creating a 2D graph on the 3D surface of the scalp. Each closed region of the graph represents the roots of a single clump of hair. Nodes of this graph may be added, removed, or dragged across the surface during the subsequent grooming process. Tonic automati- cally creates an associated clump volume for each region which is represented by a single center-curve (1d) and a series of orthogonal planar cross-sections. The center curve and cross sections can be directly manipulated using the control-vertices to sculpt the shape

and contours of the clump. Once the hair volumes are sculpted,Tonic generates a set ofguidecurves at a prescribed density within

each region that fill the clump volumes to reflect the profile of the center curve as well as the shape/extent of the tube volume (1e). For Elsa, approximately 1000 hairs were generated from the 50 vol- umes. Artists then useXGento add additional detail like noise, curl, clumping, etc. to the guide curves. XGen is also used to per- form further interpolation at render time to produce the final set of

400,000 hairs(1h).

The fast and intuitive interface provided by Tonic, as well as the ed- itability of the scalp coverage and hair volumes at any point in the grooming process, both allows fast creation of hair grooms com- patible with downstream requirements and reduces the need to start from scratch when artistic changes are required, thus greatly re- ducing the time needed to create and iterate on the design. This provides a smooth hand-off to the simulation department for the creation of the groom"s motion.

3 Simulation

For efficiency, a smaller subset of the Tonic guide curves are used for simulation. These representative curves are chosen carefully - to produce a simulation that faithfully captures the groom under motion. For Elsa, of the 1000 or so groom hairs from Tonic, ap- proximately 120 were used for simulation. The Tonic volumes were used as a visual proxy to give a general sense of what space/shape the simulated hair will occupy. Elsa had two hair rigs, one used for animation and one for sim- ulation (1f). The animation rig controlled the braid motion with a single IK-spline curve driven by her body animation, such that it rode naturally along in the over-the-shoulder position as she moved, without stretching/distortion. This position was used by the subse- quentsimulation asa targetshape. Theanimator couldalso position the rig to further control its shape/motion. Elsa"s hair simulation rig was made up of two levels. The first, higher-level, rig consisted of a single center curve for the braid. This allowed the simulation artist to iterate very quickly to get the desired braid motion. This single curve sim then drove the second-level, multi-curve simulation for the braid. The bangs and crown hair simulation could then be lay- ered on (1g). The simulation itself is performed bydynamicWires, our custom hair solver. The resulting simulated curves are then used to interpolate the motion of the full set of 1,000 guide curves, utilizing information from the solver. With this new workflow and toolset, the artists were able to create the almost 50 unique hair styles on Frozen. Complexity manage- ment was key in this success (50 volumes:1,000 guides:120 sim hairs:1000 motion-mapped guides:400,000 rendered hairs), where the more manual aspects were performed on the lower levels of de- tail. Just as important was the streamlined workflow and common toolset that reduced the number of iterations between departments and amount of work necessary across groom iterations.quotesdbs_dbs21.pdfusesText_27
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