| Human
figure modeling and animation has been one of the primary
areas of research in computer graphics since the early
1970's. The complexity of simulating the human body
and its behavior is directly proportional to the complexity
of the human body itself, and is compounded by the vast
number of movements it is capable of. Although articulated
structures containing rigid segments is a reasonable
approximation of the human skeleton, most researchers
use articulated structures that are too simple to be
deemed anatomically appropriate. The shoulder, spine,
forearm, and hand are typical examples where accuracy
is sacrificed for simplicity. The more difficult problem
of fleshing-out a skeleton is currently an active area
of research. In several previous approaches, oversimplification
caused undesirable or distracting results. Using flexible
surfaces at or near joints is a poor approximation because
many deformations (like bulging muscles) occur far away
from joints. Also, producing intricate joint-dependent
changes in the shape of the skin without considering
the motivators for those shape changes seems implausible.
In
this research we presented an approach to human figure
modeling similar to the one taken in artistic anatomy
by analyzing the relationship between exterior
form and the underlying structures responsible for creating
it, surface form and shape change may be understood
and represented best. We focused on the musculature
by developing anatomy-based models of skeletal muscles,
but many of the principles apply equally well to the
modeling of other anatomical structures that create
surface form, such as bones and fatty tissue.
http://www.accad.ohio-state.edu/~smay/Human
Siggraph '97 paper describing this research at:
http://www.accad.ohio-state.edu/~smay/Human/human.pdf
This research is also represented by the PhD research of Dr.
Ferdie Scheepers
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