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dc.contributor.authorTurchet, Fabioen_US
dc.contributor.authorFryazinov, Olegen_US
dc.contributor.authorSchvartzman, Sara C.en_US
dc.contributor.editorAdrien Peytavie and Carles Boschen_US
dc.date.accessioned2017-04-22T16:47:02Z
dc.date.available2017-04-22T16:47:02Z
dc.date.issued2017
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20171008
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egsh20171008
dc.description.abstractWe propose a novel approach for the generation of volumetric muscle primitives and their associated fiber field, suitable for simulation in computer animation. Muscles are notoriously difficult to sculpt because of their complex shapes and fiber architecture, therefore often requiring trained artists to render anatomical details. Moreover, physics simulation requires these geometries to be modeled in an intersection-free rest state and to have a spatially-varying fiber field to support contraction with anisotropic material models. Inspired by the principles of computational design, we satisfy these requirements by generating muscle primitives automatically, complete with tendons and fiber fields, using physics based simulation of inflatable 3D patches which are user-defined on the external mesh of a character.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.subjectPhysically based modeling
dc.titlePhysically-based Muscles and Fibers Modeling from Superficial Patchesen_US
dc.description.seriesinformationEG 2017 - Short Papers
dc.description.sectionheadersAnimation and Visualization
dc.identifier.doi10.2312/egsh.20171008
dc.identifier.pages33-36


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