“The Art and Technology of Hair Simulation in Disney’s Moana”

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Entry Number: 25

Title:

    The Art and Technology of Hair Simulation in Disney’s Moana

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Abstract:


    Beginning with the early concept art, Moana featured characters with long curly hair interacting heavily with both the characters and their environment. This level of complexity in hair interactions and dynamics presented demanding simulation needs which led to changes throughout the hair simulation pipeline, from grooming to technical animation. In order to overcome these challenges we implemented a new hair model and data type, as well as overhauled how we handled hair collisions. We discuss the motivation and details of our hair simulation and technical animation process, as well as the implications of the new model both to artist interactions and our overall pipeline.

References:


    Miklós Bergou, Basile Audoly, Etienne Vouga, Max Wardetzky, and Eitan Grinspun. 2010. Discrete Viscous Threads. ACM Trans. Graph. 29, 4, Article 116 (July 2010), 10 pages. Google ScholarDigital Library
    Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, and Andrew Witkin. 2013. Artistic Simulation of Curly Hair. In Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA ’13). ACM, New York, NY, USA, 63–71. Google ScholarDigital Library
    Keith Wilson, Aleka McAdams, Hubert Leo, and Maryann Simmons. 2014. Simulating Wind Effects on Cloth and Hair in Disney’s Frozen. In ACM SIGGRAPH 2014 Talks (SIGGRAPH ’14). ACM, New York, NY, USA, Article 48, 1 pages.

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