Abstract | ||
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In this paper we propose a method to simulate human beings based on anatomy concepts. We believe that the closer our model is to reality, the better will be our results. Using this approach, we are developing our human representation. Our model is divided into three different layers and is presented in three steps: the rigid body conception from a real skeleton, the muscle design and deformation based on physical concepts, and the skin generation. Integration aspects and results are also presented. |
Year | DOI | Venue |
---|---|---|
1998 | 10.1109/CA.1998.681905 | CA |
Keywords | Field | DocType |
anatomy,computer animation,human body,simulation,facial animation,modeling,muscle,computer graphics,deformation,skin,rigid body,skeleton,read only memory | Read-only memory,Computer graphics (images),Computer science,Rigid body,Computer facial animation,Deformation (mechanics),Computer animation,Physical Concepts,Computer graphics,Human body | Conference |
ISSN | ISBN | Citations |
1087-4844 | 0-8186-8541-7 | 18 |
PageRank | References | Authors |
2.50 | 12 | 2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Luciana Porcher Nedel | 1 | 127 | 19.55 |
Daniel Thalmann | 2 | 4940 | 637.85 |