Simulation Method of Agents’ Tears Flowing
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Graphical Abstract
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Abstract
Tears simulation based on fluid physics is added into the facial animation of the agents to increase realism. A method is presented to simulate tears. In pre-processing, the flowing in 3D is mapped to the 2D space, which could avoid the problem of point-surface collision detection in 3D. In simulation, the emphasis is put on the analysis of the force between skin and tears, adhesive force and surface tension. In rendering, the normal texture is generated according to the 2D position of the particles, crying scenario is rendered, using improved normal texture mapping technique. The method is confirmed by the demo of the agent crying in real-time.
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