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An anatomy-based approach to human muscle modeling and deformation

机译:基于解剖学的人体肌肉建模和变形方法

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Muscle simulation is an important component of human modeling, butnthere have been few attempts to demonstrate, in 3D and in annanatomically correct way, the structures of muscles and the way in whichnthese change during motion. This paper proposes an anatomically-basednapproach to muscle modeling that attempts to provide models for humannmusculature based on the real morphological structures. These modelsnprovide a good visual description of muscle form and action andnrepresent a sound base from which to produce further progress towardnmedically accurate simulation of human bodies. Three major problems havenbeen addressed: geometric modeling, deformation and texture. To allownfor the wide variety of deformable muscle shapes encountered in thenbody, while retaining as many of their common properties as possible,nthe geometric models are classified into several categories according tonthe characteristics of their structures and actions. Within eachncategory, the model for each muscle has an efficient structural form,ncreated using anatomical data. Deformation is also performed on thenbasis of the categories, with all models within each category sharingnthe same deformation scheme. The categories cover both general andnspecial cases. The result is an efficient, anatomically accurate musclenrepresentation that is specifically designed to accommodate thenparticular form of deformation exhibited by each individual muscle.nInteractions between muscles; are also taken into account to avoidnpenetration occurring between adjacent muscles in our model. To providena suitable visual effect, the muscle texture is generated directly onnthe model surface. The textures and colors are obtained from anatomicalndata via image analysis. Some results are presented on the geometricnmodeling, the deformation and the texture of muscles related to thenlower limb
机译:肌肉模拟是人体建模的重要组成部分,但在此方面几乎没有尝试以3D和解剖学上正确的方式来演示肌肉的结构以及运动过程中这些方式的变化。本文提出了一种基于解剖学的肌肉建模方法,试图基于真实的形态结构为人类肌肉组织提供模型。这些模型为肌肉的形态和动作提供了良好的视觉描述,并代表了良好的声音基础,从该声音基础可以进一步向前迈进精确的人体模拟。尚未解决三个主要问题:几何建模,变形和纹理。为了允许人体中遇到的各种各样的可变形肌肉形状,同时保留其尽可能多的通用属性,根据其结构和动作的特征,将几何模型分为几类。在每个类别中,每个肌肉的模型都有一个有效的结构形式,是使用解剖数据创建的。然后,基于类别进行变形,每个类别内的所有模型共享相同的变形方案。类别涵盖一般情况和特殊情况。结果是一种有效的,解剖学上准确的肌肉表示,专门用于适应每个单独肌肉表现出的特定形式的变形。还应考虑避免模型中相邻肌肉之间发生穿透。为了提供合适的视觉效果,直接在模型表面上生成肌肉纹理。通过图像分析从解剖学数据获得纹理和颜色。在下肢相关的肌肉的几何建模,变形和纹理方面提出了一些结果

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