Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A triangulation algorithm from arbitrary shaped multiple planar contours
ACM Transactions on Graphics (TOG)
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real Time Muscle Deformations using Mass-Spring Systems
CGI '98 Proceedings of the Computer Graphics International 1998
A new general triangulation method for planar contours
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
NURBS-based Galerkin method and application to skeletal muscle modeling
Proceedings of the 2005 ACM symposium on Solid and physical modeling
Mesh-free deformations: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Automatic image segmentation by integrating color-edge extraction and seeded region growing
IEEE Transactions on Image Processing
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Graphical simulations of human muscle motion and deformation are of great interest to medical education. In this article, the authors present a technique for simulating muscle deformations by combining physically and geometrically based computations to reduce computation cost and produce fast, accurate simulations.