Interactive Hairstyle Modeling Using a Sketching Interface Xiaoyang Mao Kouichi Kashio Hiroyuki Kato Atsumi Imamiya CGGM 2002.

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Interactive Hairstyle Modeling Using a Sketching Interface Xiaoyang Mao Kouichi Kashio Hiroyuki Kato Atsumi Imamiya CGGM 2002

Abstract Introduction Overview Silhouette line and partition line Silhouette surface Growing hair Result Concluding remarks

Abstract This paper presents a new interactive hair modeling system featured with a user- friendly sketching interface. With the sketching interface, any user, even a first time user, can create a hair model of his/her desired style just in a few minutes.

Introduction-1 In the past decade, a number of novel techniques have been developed for successfully shading hair strands and eliminating aliasing artifacts. [1~6] Modeling different 3D hairstyles is even a more difficult problem as the huge variation of hair styles is determined by gravity, static charges, styling tools such as hair pins, bands and mousse. [7~11]

Introduction-2 A common approach used the cluster to represent hair strands. The trigonal prism wisp model represents each cluster with a trigonal prism and the hair strands within a cluster is modeled by the distribution map defined on the cross- sections of the prism. [7] [7] Chen L.H., Saeyor S., Dohi H. and Ishizuka M.: A System of 3D Hair Style Synthesis based on the Wisp Model, Visual Computer, Vol. 15, (1999)

Introduction-3 Trigonal prism wisp model Short-hair model Trigonal prism model

Introduction-4 Wisp model 2D distribution map

Introduction-5 The other way uses a generalized cylinder to represent a hair cluster.[10] Each cross-section of a cylinder is associated with a density distribution of the hair strand inside the cluster. Hairstyle are created by interactively changing the shape of the center lines of cylinders. [10] Xu Z. and Yang X. D:V-HairStudio: An Interactive Tool for Hair Design, IEEE Computer Graphics & Applications, Vol. 21, No.3(2001)36-43.

Introduction-6 Most existing hair modeling systems are not user friendly. Instead of asking a user to put strands or clusters together to build up the whole hairstyle, we ask a user to start with specifying the silhouette of the target hairstyle.

Overview 1.Loading 3D head model to the view window 2.Specifying the area to grow hair 3.Specifying the partition line 4.Specifying the silhouette of the hairstyle 5.Growing hair 6.Locally modifying the hairstyle A typical hairstyle modeling process in our system consists of the following 6 steps:

A typical process of hairstyle modeling. (a)A user draws the strokes specifying the boundary of the region to grow hair and the partition line of hair. (b) The user also draw the silhouette line of the target hairstyle. (c) The system automatically creates the silhouette surface of the hairstyle. (d) The system grows hair strands to fill in the space between the silhouette surface and the surface of the scalp.

Specifying the partition line and the silhouette line The drawn strokes are projected onto the head model to get the 3D representation of the boundary and the partition line. Here we use projection to map the boundary and the scalps onto a 2D plane.

Silhouette surface-1 Basic silhouette line Basic cross-section We first obtain a set of evenly spaced cross- section of the head model along the Z-axis and create a silhouette line for each cross-section by deforming the input silhouette line to match the shape of the contour line of the cross-section.

Silhouette surface-2 Creating silhouette lines for the forehead area. To generate the silhouette surface for the forehead and the back area, we approximately assume hair strands grow radially from the front and back end points of the partition line.

Growing hair-1 There are mainly two existing approaches to represent hair. 1. explicit model The explicit model represents individual hair strand with some geometrical object, such as a connection cylinders, a curved polyline or a connected segment of triangular prism. 2. volume density model The volume density model represents the entire hair style macroscopically as a 3D distribution function of hair density. The approach of the volume density model is more abstract than that of the explicit model.

Growing hair-2 Usually at least to hair strands are required to generate a realistic hair image. The number of hair strands used in the modeling stage should be as small as possible so as to provide real time feedbacks to their operations. We allow users to specify the number of hair strands by themselves. not like realistic hair need a lot of time

Growing hair-3 The positions for growing these hair strands are decided by uniformly distributing this number of points over the scalp within the region to grow hair. Rule First generate the vertical line segment. Then we bisect the segment a and b. The polyline of the hair strand is then constituted b the vertices which bisect the distance between the silhouette surface and scalp surface by the ration of a/b. Lowest position of the region to grow hair

Results-1 We have implemented our interactive hairstyle modeling system on windows environment with visual C++ and OpenGL graphics library. Times required for rendering images of 1000 and hair strands on a Pentium machine with two Xeon 933 MHz CPU are about 0.4 and 9 seconds.

Results-2 A curly hairstyle generated with our system. Left: user specified silhouette. Right: resulting hairstyle A wavy hairstyle generated with our system. Left: user specified silhouette. Right: resulting hairstyle

Concluding Remarks The sketching interface is also inspired by Teddy, a successful sketching interface for 3D freeform design.[12] Our system can be used to smooth the communication between a customer and a stylist at hair salons and also used for in house CG creation. To make the hair image look more realistic, we need to add some randomness to the positions and shapes of hair strands generated following the rule. Also we need some special consideration for generating short cut hairstyles. [12] Igarashi T., Matsuoka S, Tanaka H: Teddy: A Sketching Interface for 3D Freeform Design, ACM SIGGRAPH 99,