摘要 |
<p>Aspects include provision of a hair mesh structure that can be used for modeling, animating, simulating, and/or rendering hair and hair-like objects in the field of computer graphics. The hair mesh structure can use an ordered plurality of surface primitives, which can be represented by correspondence data, and mapping(s) of points on corresponding surface primitives. A plurality of paths can be generated based on the mappings. These paths can be used to generate hair-like geometry elements. Therefore, hair can be modeled, edited, and animated by editing surface primitives. This approach provides control of the hair shape and permits hair modeling using surface modeling processes, without direct editing of curves defining hairs themselves.</p> |