Abstract
We propose a practical method for generating and animating fur on parametrized surfaces using a spring continuum. Springs are physically simulated at the vertices of the polygon mesh, and spring behavior is interpolated across the mesh to provide realistic dense fur animation. Our method handles collisions between furry surfaces using a procedural model and self-collisions with a statistical model. The goal of this method is to make it easy for an animator to generate realistic dynamic fur which is efficient to simulate. The technique is most applicable to short fur, rather than long hair.
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Angelidis, A., McCane, B. Fur simulation with spring continuum. Vis Comput 25, 255–265 (2009). https://doi.org/10.1007/s00371-008-0218-z
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DOI: https://doi.org/10.1007/s00371-008-0218-z