Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
An Evaluation of Implicit Surface Tilers
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Investigations toward Using VRML for Distributed Medical Collaboration
Presence: Teleoperators and Virtual Environments
The effect of tendons on foot skin deformation
Computer-Aided Design
Animating the Human Muscle Structure
Computing in Science and Engineering
Education: Simulating tendon motion with axial mass-spring system
Computers and Graphics
Modeling and Simulation of Skeletal Muscle for Computer Graphics: A Survey
Foundations and Trends® in Computer Graphics and Vision
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Applying anatomical and physiological principles to model and animate animals achieves greater realism. Underlying components represent bones, muscles, and soft tissue; for speed and simplicity, we can model these from ellipsoids. Muscles stretch across joints, and their orientations, sizes, and shapes change during joint motion. A polygonal skin is automatically generated from the underlying structures. The skin mesh adjusts itself to changes in position under the influence of neighboring skin points and connections to the underlying anatomy. Much of the process is automated but under the control of user-defined parameters. Manipulation and animation of these models occur at comfortable interactive speeds on graphics workstations.