MSc thesis: "De Mr. Increíble a Judy Hopps: un estudio sobre modelado de cabello y pelaje en producciones de animación"
Hair (or fur, for animal characters) is one of the crucial components of creature design and production. It is one of the most noticeable features that contribute to the authenticity and identity of the character. As such, not only its simulation must be aesthetically pleasing and physically plausible, but it must also fit within the character’s universe.
For this thesis, we survey all available methods and techniques of hair styling, simulation, and rendering, both for offine and realtime use. We make special emphasis in those models known to be used in feature animation, in particular the films Tangled, Brave, and Zootopia. Additionally, we present a complete hair simulation and shading system, constructed according to the specifcations of these models, and implemented within the open source 3D creation suite, Blender.
Former and completed projects
GSoC 2018: Implementing a Hair Shader for Cycles
Among Blender’s proposed ideas for GSoC 2018 I found this gem, a request to port Zootopia’s shader to Cycles.
Realistic hair or fur is essential when creating a plausible virtual world. In feature animation, this is often used to define the signature look of characters; examples include Pixar’s Brave (Iben et al. 2013), and Walt Disney Animation Studios’ Tangled (Sadeghi et al. 2010; also Ward et al. 2010) and Zootopia (Chiang et al. 2016).
Currently, Cycles has a working hair shader (wiki page, sources), based on Marschner et al. (2003)’s model. Its several assumptions and simplifications make it inaccurate for light colored hair (d’Eon et al. 2011) as well as for most types of fur (Yan et al. 2015). Furthermore, d’Eon et al. (2011) and Khungurn and Marschner (2017) demonstrated it to not be energy conserving.
This project intends to upgrade Cycles’ hair shader to the aforementioned Zootopia shader by Chiang et al. (2016), by porting Pharr (2017)’s implementation. Lukas Stockner has made available a WIP patch, which may also serve as a basis for this work.
BSc thesis: "Técnicas de deformación para objetos virtuales. El impacto entre vehículos como caso de estudio"
In this work we evaluate the suitability, performance and precision of different deformation techniques for virtual objects. The test case is a car accident simulator, implemented using the Unity engine and executed under Android.
This work was cited in the WICC 2017 workshop paper by Selzer et al., “Modelos de interacción y aplicaciones en realidad virtual mediante dispositivos móviles”.