A geometric investigation of reach
A geometric investigation of reach
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 facial surgery using finite element models
SIGGRAPH '96 Proceedings of the 23rd 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
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Mixing triangle meshes and implicit surfaces in character animation
Proceedings of the Eurographic workshop on Computer animation and simulation
Practical parameterization of rotations using the exponential map
Journal of Graphics Tools
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
Fast Volume Preservation for a Mass-Spring System
IEEE Computer Graphics and Applications
Journal of Intelligent and Robotic Systems
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A traditional multi-layered approach is adopted to human body modeling and deformation. The model is split into three general anatomical structures: the skeleton, musculature and skin. It is shown that each of these layers is modeled and deformed by using fast, procedural, ad-hoc methods that can painlessly be reimplemented. The modeling approach is generic enough to handle muscles of varying shape, size and characteristics and does not break in extreme skeleton poses. It is also described that the integrated MuscleBuilder system whose main features are: i) easy and quick creation of muscle deformation models; ii) automatic deformation of an overlying skin. It is shown that visually realistic results can be obtained at interactive frame rates with very little input from the designer.