Curves are traditionally used to represent assets such as fur and grass in CG. Applying noise fields to create procedural wind on curves has been an attractive method for its speed and variability. However, this makes the wind appear procedural, lacking in both its dynamic nature and its realistic interaction with objects. In this talk, techniques are presented to enhance the realism of procedural wind with collisions, shielding, and gusts. These techniques are in use in DreamWorks’ productions providing significant realistic control over the wind.

Research Paper for Enhancing the Realism of Procedural Wind on Curves with Collision, Shielding, and Gusts