Curly-Cue: Geometric Methods for Highly Coiled Hair
cs.yale.edu
cs.yale.edu
> There have been no papers on afro-textured hair at SIGGRAPH ever.
There are over 300 SIGGRAPH papers on other types of hair.
Slide 3, with this headline:
> Curly hair in graphics research is limited to “classical European locks”
Contains this phrase:
> which varies from an elongated ellipse for African hair
Which leads me to think the Eurocentricity of the other 300 papers is being rather oversold. The Beethoven-looking redhead on the previous slide has two hair styles which are unmistakably models of common African hair textures. Being generous I would guess that the hair was made lighter to show details better? Caucasians presenting with that level of frizz is also not unheard of.
Afro-textured hair is certainly a topic worth a few SIGGRAPH monographs all on its own, and a dedicated library is also great. But I suspect that a thorough review of the 300 papers in question would find that the insinuation that none of them treat on the subject of African hair is somewhere between "not supported" and "wildly false".
> As of 2021, we only found two technical papers that showed Afro-textured hair [Bertails et al. 2005; Patrick et al . 2004]. While some technical papers containing Black hair have started to appear since we published our findings [Hsu et al . 2023; Wang et al. 2023], these usually represent relatively unstyled hair. Some styles have started to appear in short talks [Ogunseitan 2022], but a wide range of intricate, sophisticated, and very common hair styles still lie outside the visual language of computer graphics research.
- https://dl.acm.org/doi/10.1145/3664475.3664535 (not open access, I can share it if you're interested though)
The four papers they mention here are not from SIGGRAPH. The "short talk" was from SIGGRAPH 2022, but as that phrase implies it was a talk and not a paper.
Might be worth pointing out there aren’t that many siggraph papers on procedural hair geometry generation, quite a few are on rendering hair and do cover dark/black hair with elliptical cross sections. IIRC there are some papers on blonde hair specifically because it exhibits more visible scattering.
Anyway… is there a historical/cultural bias toward Eurocentric hair and not a lot of representation of Black hair? Yes that would probably be totally fair to say. Splitting hairs on whether or not their words are unambiguously and perfectly accurate might be slightly beside the point. Let’s take it as a hint that we can improve, and enjoy a paper that brings new hair generation methods to bear.
I'm assuming you won't think this counts either, but here's another paper they reference that includes afros, again written by non black authors: https://graphics.cs.utah.edu/research/projects/sag-free-hair....
The answer, typically, is OF COURSE. Big time. It would be well appreciated by most.
That being said, I get where this perception comes from -- there can be, as you call them, outsider social-justice folk who might try to say something weird here:
But I just need to highlight the "outsider" part of that -- if only for non-black folks to understand and to try to pay attention to exactly who you're listening to and getting authority from? I hate to use a phrase like "real Black people" but I'll go with that for now; real Black people tend to be the MOST reasonable, but often under-heard.
I'm reminded of, e.g. police reform; I understand that it's incredibly important and necessary. Which is why phrases/ideas like "Abolish the police" and "ACAB" are deeply unhelpful.
(and as always, I am only one Black person, nothing I say here should be taken as gospel for everyone, I could be wrong)
Unfortunately, moderation within a biased status quo doesn't achieve the goal of eliminating the bias. Those seeking a radical change can't reasonably be faulted for using radical rhetoric, only for wanting to change something that's "working."
I used to be really into gaming when I was younger, and a somewhat disappointing aspect of many games for me was character selection. Even when there were dark-skinned characters, I can’t think of a single game within which I could select or build a character that truly looked like me (or close enough), and usually, it came down to the hair. At the end of the day, it was never a big deal and I still had lots of fun, but it would’ve certainly been nice to have better, more relatable, selections, so I appreciate this research!
Because many black people (especially African-Americans) have a mixture of hairtypes, I expect the results to be even better once something like this is implemented alongside existing systems.
It’s really difficult to approximate the same way that straight hair is done and there is definitely a very high amount of Eurocentric R&D in this space, which means anything other than a slight frizz doesn’t move right, and has difficulty in rendering correctly. Hair weight specifically is one that is extremely hard to get right and even harder when it’s wet.
I also really recommend watching Theodore Kims talks. He’s ex Pixar and highly respected in the field. He’s done fantastic work in highlighting the lack of research for non-straight hair and non-white skin among other things. This talk has been hugely impactful on me and my own work that many millions of people have seen on the big screen and not realized were digital, in no small part because it highlighted what we were missing.
https://youtu.be/ROuE8xYLpX8?si=qUJ0BvcPDyEKOYLk
People might not understand the importance, but it’s hugely significant to call out the lack of research so that we as an industry can fill that hole and improve our own work. We need to represent a wide range of digital humans , and a lack of technology/research to represent them means our work doesn’t hold up as strongly.
It says the top model had a few hundred thousand hairs. Doing real-time flat-shaded grooming in a DCC that supported this type of generation is likely doable. However, I haven't seen any real-time hair simulation that wasn't clever shader manipulation in a game engine or the like. It's just too much geometry (including constraints and self-collisions) for the hardware we have now while simulating everything else. And then you've got to shade all of those individual hairs which wuld have a ton of surface area. It would be super resource intensive.