Li Huang

This guy is too lazy to leave anything.

Towards Realtime: A Hybrid Physics-based Method for Hair Animation on GPU

Proceedings of the ACM on Computer Graphics and Interactive Techniques (SCA)
This is a teaser image for this paper.This is a teaser image for this paper.


This paper introduces a hair simulator optimized for real-time applications, including console and cloud gaming, avatar live-streaming, and metaverse environments. We view the collisions between strands as a mechanism to preserve the overall volume of the hair and adopt explicit Material Point Method (MPM) to resolve the strand-strand collision. For simulating single-strand behavior, a semi-implicit Discrete Elastic Rods (DER) model is used. We build upon a highly efficient GPU MPM framework recently presented by Fei et al. [2021b] and propose several schemes to largely improve the performance of building and solving the semi-implicit DER systems on GPU. We demonstrate the efficiency of our pipeline by a few practical scenes that achieve up to 260 frames-per-second (FPS) with more than two thousand simulated strands on Nvidia GeForce RTX 3080.




Source Code



 	author = {Huang, Li and Yang, Fan and Wei, Chendi and Chen, Yu Ju (Edwin) and Yuan, Chun and Gao, Ming},
 	title = {Towards Realtime: A Hybrid Physics-based Method for Hair Animation on GPU},
 	year = {2023},
 	month = {aug},
 	journal = {Proc. ACM Comput. Graph. Interact. Tech.},
 	articleno = {43},
 	keywords = {GPU, hair, material point method},
 	volume = {6},
 	number = {3},
 	url = {https://doi.org/10.1145/3606937},
 	doi = {10.1145/3606937}