A muscle model for animation three-dimensional facial expression
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Anatomy-based modeling of the human musculature
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A biomechanical musculoskeletal model of human upper limb for dynamic simulation
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IEEE Transactions on Visualization and Computer Graphics
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Contact-invariant optimization for hand manipulation
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Contact-invariant optimization for hand manipulation
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Flexible muscle-based locomotion for bipedal creatures
ACM Transactions on Graphics (TOG)
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Fracture and impulse based finite-discrete element modeling of fragmentation
Computational Mechanics
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We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a novel biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We also describe an algorithm for computing the activation levels of muscles required to track the input animation. We demonstrate the results with several animations of the human hand.