| Abstract: | This thesis describes a method for grooming computer generated fur in a 3D production environment. Fur grooming systems that are included with the major commercial 3D software packages link fur grooms to a specific model's topology. This significantly reduces the flexibility to continue development of a model's surface edges, loops, and vertices after fur grooming has started. By using a method that links the groom to the 3D environment rather than the model itself, a groom can be transferred between meshes. This provides increased artistic flexibility within a production pipeline for both modeling and fur grooming. The electronic version of this dissertation is accessible from http://hdl.handle.net/1969.1/155126 |