把质点-弹簧系统应用到基于shell层的短毛绘制方法中,提出了一种新的计算shell层偏移量的方法,以实现毛发动画并真实地模拟了毛发的自然弯曲效果。该方法设计了一种最简单的质点和弹簧的布局方式,即分别在最内和最外shell层的顶点上附着质点并以一根弹簧进行连接,并且只考虑质点-弹簧系统中的位移力。当外力作用于质点时,首先计算出最外shell层的偏移量,然后通过顶点绘制器由里到外分别计算各shell层的偏移量,以新的位置绘制各shell层,从而实现了短毛动画效果。由于利用了GPU的加速功能,达到了实时的要求。
By introducing mass-spring into shell-based fur rending method and presenting a method for computing the displacement of shell layers, the method has simulated the dynamical fur and the natural bending of the fur. Firstly at each vertex of initial surface two mass points are generated-the first one attached to the initial surface, and the second one connected to the uppermost shell layer. Both points are connected by a single spring. We only consider the force controlling the displacement of mass. When the external forces are applied to the mass points, this method computes the uppermost shell layer displacement firstly. Then it computes respective shell layer displacement from down to top in the vertex shader, and it renders the shell layers in new position to achieve fur dynamics. Because of using the accelerating performance of GPU, this method reaches real-time speed.