I used the Verlet integration and relaxation method described by Thomas Jakobsen in "Advanced Character Physics"  coupled with the animation techniques suggested by Chang, Jin, and Yu in  to make a fast hair simulation. My resulting video  was captured in real-time. The program can actually be sped up significantly by placing bounding boxes around individual quads, vertices, and segments; however, I ran into bugs when I tried to do this, so I left that optimization out for now. The results are interesting because they indicate that in video games, hair can be animated in real-time with relative ease. The source code has been placed in the public domain.
(Video) (Writeup) (Source Code)
Saturday, June 10, 2006
I got sick of writing "
import X" in Python. So, I created the public domain module
autoimp, which imports all modules automatically:
>>> from autoimp import *Thus one no longer needs to write "
import X". It would take too long to load every module when one writes "
from autoimp import *", so the imported modules are actually proxy objects which lazily load when they are first used.