Introduction (to idea of hair, archaeological approximations, and CG/production hair approaches);
Hair background material (more information on hair, classification, biology, chemical/physical structure, genetics, cultural and narrative representations)
Hair in archaeological approximations — mostly a guess but sometimes something to go on based on texts on facial approximation/reconstruction I’ve read
which you might look for similar to reference)
Hair in computer graphics (hair simulation techniques ; CG production hair techniques for modeling, simulation, and rendering).
Background material on the Hunley archaeology.
Then some of what you have could start to build a chapter on designing and implementing the hair for Dixon.

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