Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A Hybrid Web-based Toolkit for Human Modeling
Dagstuhl '97, Scientific Visualization
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
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A new approach to animal modeling and animation using simulated individual bones and muscles, soft tissues, and skin is described. Bones and muscles (made of combinations of ellipsoids) can be generated automatically from a tree structure and joint geometry or designed interactively. Together with soft tissue, these provide the underlying anatomy. A polygonal skin mesh is automatically generated to form a smooth covering. Muscles stretch across joints, and their orientations, sizes, and shapes change during joint motion. The skin mesh automatically adjusts to changes in position due to the effect of neighboring skin points and anchor points associated with the underlying anatomy. Much of the process is automated; parameters may be be adjusted, and components can be added and removed. Manipulation and animation occur at comfortable interactive speeds on graphics workstations.