Hair rendering and simulation can be challenging, especially in real-time. There are many sophisticated algorithms for it (based onΒ particle systems, hair mesh simulation, mass-spring systems and more) that can give very good results. But in this post, I will try to explain a simple and somehow hacky approach I followed in my first attempt to simulate hair (the mohawk hair of the video below) using a mass-spring system.
The code can be found here: https://github.com/hikiko/mohawk
Continue reading Hair simulation with a mass-spring system (punk’s not dead!)