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Disney tech smooths out bad CG hair days


Disney is unequivocally the world’s leader in 3D simulations of hair — something of a niche talent in a way, but useful if you make movies like Tangled, where hair is basically the main character. A new bit of research from the company makes it easier for animators to have hair follow their artistic intent while also moving realistically.

The problem Disney Research aimed to solve was a compromise that animators have had to make when making the hair on characters do what the scene requires. While the hair will ultimately be rendered in glorious high-definition and with detailed physics, it’s too computationally expensive to do that while composing the scene.

Should a young warrior in her tent be wearing her hair up or down? Should it fly out when she turns her head quickly to draw attention to the movement, or stay weighed down so the audience isn’t distracted? Trying various combinations of these things can eat up hours of rendering time. So, like any smart artist, they rough it out first:

“Artists typically resort to lower-resolution simulations, where iterations are faster and manual edits possible,” reads the paper describing the new system. “But unfortunately, the parameter values determined in this way can only serve as an initial guess for the full-resolution simulation, which often behaves very different from its coarse counterpart when the same parameters are used.”