Abstract | ||
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In this paper, we propose a method to sim- ulate human bodies based on anatomy con- cepts. We believe that the closer our model is to reality, the better our results will be. Using this approach, we are developing our human representation. Our model is divided into three layers and presented in three steps: the concept of a rigid body from a real skeleton, the muscle design and deformation based on physical concepts, and skin generation. Mus- cles are represented at two levels: the action lines and the muscle shape. The action line represents the force produced by a muscle on the bones, while the muscle shapes used in the simulation consist of surface-based mod- els. To physically simulate deformations, we used a mass-spring system with a new kind of springs, called "angular springs", which were developed to control the muscle vol- ume during simulation. Integration aspects and results are also presented. |
Year | DOI | Venue |
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2000 | 10.1007/PL00007212 | The Visual Computer |
Keywords | Field | DocType |
anatomic modeling,angular springs,action lines,human body deformation,computer animation,muscle,skin,mass spring system,rigid body,human body | Computer graphics (images),Computer science,Rigid body,Deformation (mechanics),Computer animation,Physical Concepts | Journal |
Volume | Issue | ISSN |
16 | 6 | 0178-2789 |
Citations | PageRank | References |
9 | 0.59 | 14 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Luciana Porcher Nedel | 1 | 127 | 19.55 |
Daniel Thalmann | 2 | 4940 | 637.85 |