Curling and clumping fur represented by texture layers

Author:

Silva Paulo,Bando Yosuke,Chen Bing-Yu,Nishita Tomoyuki

Publisher

Springer Science and Business Media LLC

Subject

Computer Graphics and Computer-Aided Design,Computer Vision and Pattern Recognition,Software

Reference33 articles.

1. Bakay, B., Lalonde, P., Heidrich, W.: Real time animated grass. In: Eurographics 2002 Short Papers, pp. 32–41 (2002)

2. Banisch, S., Wüthrich, C.: Making grass and fur move. J. WSCG 14(1–3), 25–32 (2006)

3. Bruderlin, A.: A method to generate wet and broken-up animal fur. J. Vis. Comput. Anim. 11(5), 249–259 (2000)

4. Bruderlin, A.: A basic hair/fur pipeline. In: ACM SIGGRAPH 2003 Course Notes—Photorealistic Hair Modeling, Animation, and Rendering (2003)

5. Csuri, C., Hackathorn, R., Parent, R., Carlson, W., Howard, M.: Towards an interactive high visual complexity animation system. In: ACM SIGGRAPH 1979 Conference Proceedings, pp. 289–299 (1979)

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1. Use of a biologically adapted reaction-diffusion model to generate hair properties for synthetic creatures;Proceedings of the Australasian Computer Science Week Multiconference;2017-01-31

2. Wetting Effects in Hair Simulation;Computer Graphics Forum;2012-09

3. Interactive hair rendering and appearance editing under environment lighting;ACM Transactions on Graphics;2011-12

4. Interactive hair rendering and appearance editing under environment lighting;Proceedings of the 2011 SIGGRAPH Asia Conference on - SA '11;2011

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