A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
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
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Automatic determination of facial muscle activations from sparse motion capture marker data
ACM SIGGRAPH 2005 Papers
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interaction capture and synthesis
ACM SIGGRAPH 2006 Papers
Heads up!: biomechanical modeling and neuromuscular control of the neck
ACM SIGGRAPH 2006 Papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Numerical Geometry of Non-Rigid Shapes
Numerical Geometry of Non-Rigid Shapes
Möbius voting for surface correspondence
ACM SIGGRAPH 2009 papers
Comprehensive biomechanical modeling and simulation of the upper body
ACM Transactions on Graphics (TOG)
An efficient multigrid method for the simulation of high-resolution elastic solids
ACM Transactions on Graphics (TOG)
Global correspondence optimization for non-rigid registration of depth scans
SGP '08 Proceedings of the Symposium on Geometry Processing
Non-rigid registration under isometric deformations
SGP '08 Proceedings of the Symposium on Geometry Processing
Bounded biharmonic weights for real-time deformation
ACM SIGGRAPH 2011 papers
Biomechanical simulation of human eye movement
ISBMS'10 Proceedings of the 5th international conference on Biomedical Simulation
Optimizing locomotion controllers using biologically-based actuators and objectives
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Functional maps: a flexible representation of maps between shapes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Simulation of complex nonlinear elastic bodies using lattice deformers
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Characters with precise internal anatomy are important in film and visual effects, as well as in medical applications. We propose the first semi-automatic method for creating anatomical structures, such as bones, muscles, viscera and fat tissues. This is done by transferring a reference anatomical model from an input template to an arbitrary target character, only defined by its boundary representation (skin). The fat distribution of the target character needs to be specified. We can either infer this information from MRI data, or allow the users to express their creative intent through a new editing tool. The rest of our method runs automatically: it first transfers the bones to the target character, while maintaining their structure as much as possible. The bone layer, along with the target skin eroded using the fat thickness information, are then used to define a volume where we map the internal anatomy of the source model using harmonic (Laplacian) deformation. This way, we are able to quickly generate anatomical models for a large range of target characters, while maintaining anatomical constraints.