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
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Limit cycle control and its application to the animation of balancing and walking
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Volume rendering of fine details within medical data
Proceedings of the conference on Visualization '01
An Anatomy-Based Approach to Human Muscle Modeling and Deformation
IEEE Transactions on Visualization and Computer Graphics
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Visualization of Combined Motions in Human Joints
IEEE Computer Graphics and Applications
Conversion of complex contour line definitions into polygonal element mosaics
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
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This chapter introduces techniques used in muscle Modeling and rendering. An anatomically based approach to muscle Modeling is presented in which the muscle models are generated from anatomical data. These models provide a good visual description of muscle form and action and represent a sound base from which to progress further towards medically accurate simulation of human bodies. Deformation of these models is also performed on the basis of their anatomical structures. The result is an efficient, anatomically accurate, muscle representation that is specifically designed to accommodate the particular form of deformation exhibited by each individual muscle.Muscle rendering is addressed in two radically different ways. In the photorealistic approach, the muscle texture is generated from anatomical data, and a texture synthesis method is used to simulate the fibre patterns on the muscle surface. In the non-photorealistic method, the muscles are rendered directly from volumetric data using a pen-and-ink styles. This provides a useful alternative to traditional visualisation techniques.