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Issue No.01 - January/February (1992 vol.12)
pp: 47-53
ABSTRACT
<p>The difficulties involved in modeling and rendering hair in computer graphics are described. An efficient method using a trigonal prism model to render individual human hairs is presented. A wisp model easily controls hair shape with a few parameters. The method also proves effective for rendering eyebrows, eyelashes, beards, moustaches, clothes and personal ornaments such as earrings and hair accessories. A double z-buffer generates the backlighting effect. A simple parabola approximates wisp loci for hair animation. The method makes it possible to draw an enormous number of hairs within a reasonably short time.</p>
CITATION
Yasuhiko Watanabe, Yasuhito Suenaga, "A Trigonal Prism-Based Method for Hair Image Generation", IEEE Computer Graphics and Applications, vol.12, no. 1, pp. 47-53, January/February 1992, doi:10.1109/38.135883
REFERENCES
1. T. Yamana and Y. Suenaga, "A Method of Hair Representation Using Anisotropic Reflection," Institute of Electronics, Information, and Communications Engineers of Japan (IECEJ) Tech. Report PRU87-3, May 1987, pp. 15-20 (in Japanese).
2. G.S. Miller, "From Wireframes to Furry Animals,"Graphics Interface 88, June 1988, Canadian Information Processing Society, Toronto, pp. 138-145.
3. J. Weil, "Hairy Spheres," Siggraph 88 Technical Slide Set, No. 22, Aug 1988.
4. K. Perlin and E.M. Hoffert, "Hypertexture,"Computer Graphics(Proc. Siggraph 89), Vol. 23, No. 3, July 1989, pp. 253-262.
5. J.T. Kajiya and T.L. Kay, "Rendering Fur with Three-Dimensional Textures,"Computer Graphics(Proc. Siggraph), Vol. 23, No. 3, Aug. 1989, pp. 138-145.
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