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Since this stage uses only a small number of hairs, the simulation is quick. A larger number of hairs (fine model) are then generated from the coarse model using a dynamic wisp model. The shape of a wisp and the shapes of the individual strands are geometrically controlled based on the velocity of the corresponding particle in the coarse model. This model simulates hair\u2010\u2010hair interactions between the strands in the hair wisps. Our method is designed to work on a GPU and generates a realistic hair animation in real\u2010time. Copyright \u00a9 2007 John Wiley &amp; Sons, Ltd.<\/jats:p>","DOI":"10.1002\/cav.203","type":"journal-article","created":{"date-parts":[[2007,7,2]],"date-time":"2007-07-02T09:55:22Z","timestamp":1183370122000},"page":"583-593","source":"Crossref","is-referenced-by-count":1,"title":["Real\u2010time hair simulation on GPU with a dynamic wisp model"],"prefix":"10.1002","volume":"18","author":[{"given":"Masaki","family":"Oshita","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"311","published-online":{"date-parts":[[2007,7,2]]},"reference":[{"key":"e_1_2_1_2_2","unstructured":"BertailsF KimTY CaniM\u2010P NeumannU.Adaptive wisp tree\u2014a multiresolution control structure for simulating dynamic clustering in hair motion.ACM SIGGRAPH\/Eurographics Symposium on Computer animation2003; pp.207\u2013213."},{"key":"e_1_2_1_3_2","doi-asserted-by":"crossref","unstructured":"ChangJT JinJ YuY.A practical model for hair mutual interactions. 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