Making grass and fur move
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper introduces physical laws into the real–time animation of fur and grass. The main idea to achieve this,
is to combine shell-based rendering with a mass-spring system. In a preprocessing step, a volume array is filled
with the structure of fur and grass by a method based on exponential functions. The volumetric data is used to
generate a series of two dimensional, semitransparent textures that encode the presence of hair or of the blades.
In order to render the fur volume in real–time, these shell textures are applied to a series of layers extruded above
the initial surface. Moving fur can be achieved by horizontally displacing these shell layers at runtime through
a mass–spring mesh. Four different mass–spring topologies – different arrangements of masses and springs over
the grass–covered surface – are introduced and used for animation. Two of them allow the shell layers to separate
laterally, so that the ”parting” of grass can be simulated. Performance observations prove mass-spring systems to
be well-suited for the real–time simulation of fur and grass dynamics.
Description
Subject(s)
počítačová grafika, real-time animace, počítačová simulace, hmotnostně-pružinový systém, pohyb trávy, pohyb srsti
Citation
Journal of WSCG. 2006, vol. 14, no. 1-3, p. 25-32.