Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The NURBS book
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
Three-Dimensional Analysis of Human Locomotion
Three-Dimensional Analysis of Human Locomotion
Numerical Methods Using MATLAB
Numerical Methods Using MATLAB
An Anatomy-Based Approach to Human Muscle Modeling and Deformation
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Geometry-based muscle modeling for facial animation
GRIN'01 No description on Graphics interface 2001
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
Modeling and Deformation of the Human Body using an Anatomically-Based Approach
CA '98 Proceedings of the Computer Animation
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
Helping hand: an anatomically accurate inverse dynamics solution for unconstrained hand motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
The effect of tendons on foot skin deformation
Computer-Aided Design
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Simultaneous rotation and translation fitting of two 3-D point sets
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
Human foot modeling towards footwear design
Computer-Aided Design
Footwear bio-modelling: An industrial approach
Computer-Aided Design
Hi-index | 0.00 |
Computer simulations provide an interactive platform for exploring the biomechanics of animal movement. Despite the substantial amount of work that has been devoted to simulate human models, simulation of human tendons and its effect on the deformation of skin layer has not been well addressed. In this paper, a graphical model is developed for simulating tendon motions with axial mass-spring system. Based on the deformation of tendons, the skin layer attached to the tendon is deformed accordingly. In the proposed model, the geometry of the tendon is defined by an axial curve. The appearance of the skin layer is determined based on the deformation of the underlying tendons. Given a human model in a motion, the axial curve is adjusted according to the relative position of the foot skeleton. The shape of the axial curve of the tendon that is used to control the deformation of the tendons is computed with a mass-spring system. In this article, simulation of human hand and foot models is demonstrated. A validation method is proposed to compare the tendon deformation between the simulated and the real data captured from the motion analysis system. Experimental results showed that the axial deformation technique can deform the hand and foot tendons with satisfactory accuracy in comparison with the real data. Besides, the models are simulated at an interactive frame rate. With the deformation of the tendons, the visual realism of human foot and hand simulation is enhanced.