Authors:
Jana Hájková
and
Josef Kohout
Affiliation:
University of West Bohemia, Czech Republic
Keyword(s):
Deformation, Muscle Modelling, Interpolation, Musculoskeletal Model, Action Line, Mesh Skinning.
Related
Ontology
Subjects/Areas/Topics:
Animation and Simulation
;
Computer Vision, Visualization and Computer Graphics
;
Geometry and Modeling
;
Human Figure Animation
;
Surface Modeling
Abstract:
In this paper we present an interpolation method that was derived from the muscle deformation algorithm computed on the gradient domain deformation technique. The method uses linear constraints to preserve the local shape of the muscle and the non-linear volume constraints to preserve the volume of the mesh. The Gauss-Newton method with Lagrange multipliers is used as the main computation algorithm and the inter-polation approach serves especially to smooth up deformation steps. Thanks to the interpolation of main bones movement positions by several temporally interpositions, the large distances are optimized and the muscles of the musculoskeletal model are deformed in a more realistic way. The method was implemented in C++ language, using VTK framework and was integrated into the human body framework. Despite the fact that the current implementation is not optimised, all muscles tested were processed in a few minutes on commodity hardware, which is much faster in comparison with the
traditional FEM approaches.
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