2014
DOI: 10.1145/2601097.2601215
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Active volumetric musculoskeletal systems

Abstract: Figure 1: Our framework spans the entire pipeline for simulating volumetric musculoskeletal systems, starting from data on the active shapes of muscles to physically based simulation of muscles and soft tissues coupled to the skeletal system. (a) MRI 1 of the eye can reveal both passive and active muscle shapes. (b) Reconstructed muscle shapes. (c) Physically based simulation of an individual's eye movement using our system. (d) Upper arm with six muscles and a bone in close sliding contact with each other. Vo… Show more

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Cited by 43 publications
(28 citation statements)
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“…The muscle shape has been approximated using ellipsoids [12], or learned from anatomical data as in BodyParts3D [13]. Deformation of muscles and soft tissues is often simulated by physics-based models such as mass-spring-damper models [14] and volumetric models such as the finite element method [15][16][17] or the finite volume method [18].…”
Section: Related Workmentioning
confidence: 99%
“…The muscle shape has been approximated using ellipsoids [12], or learned from anatomical data as in BodyParts3D [13]. Deformation of muscles and soft tissues is often simulated by physics-based models such as mass-spring-damper models [14] and volumetric models such as the finite element method [15][16][17] or the finite volume method [18].…”
Section: Related Workmentioning
confidence: 99%
“…More importantly for hand simulation, handling of routing constraints, including branching and kinematic loops, is difficult with these methods. Simulators based on solid mechanics models, such as spline volumes [Ng-Thow-Hing 2001], finite volume method [Teran et al 2003;Teran et al 2005], finite element method, [Chen and Zeltzer 1992;Zhu et al 1998;Sifakis et al 2005;Blemker and Delp 2005;Kaufman et al 2010], or even Eulerian solids [Fan et al 2014] are also not ideal for hand simulation, since the musculotendons of the hand are thin and anisotropic, and would require many disproportionately small elements. Various dynamic models [Spillmann and Teschner 2008;Bergou et al 2008;Bergou et al 2010] from the computer graphics community could potentially be used for musculotendon simulation, but these models were designed for use in free-floating configurations, and do not work well in the highly-constraining situations present in the hand.…”
Section: Musculotendon Simulatormentioning
confidence: 99%
“…These methods are very much in line with the spirit of our work but are, again, limited to particular instances of MHMMs (rigid modes and deformable superquadrics, poking functions adding details over modal models). Finally, the Eulerian-on-Lagrangian method [Fan et al 2013;Fan et al 2014] allows the coupling of a fine scale Eulerian simulation to any coarse scale Lagrangian simulation. The method is general but limited to Eulerian-Lagrangian coupling.…”
Section: Related Workmentioning
confidence: 99%
“…The method is general but limited to Eulerian-Lagrangian coupling. Additionally the Eulerian simulation must cover entire deformable objects, meaning that detail cannot be added locally thus negating any potential performance gains (i.e in Fan et al [2014] entire groups of muscles are covered with simulation grids rather than one muscle being covered by many grids) . Conversely, the focus of MHMMs is to provide a principled, controllable, layered methodology for adding local detail to coarser simulations, something that none of the previous work in this area provide.…”
Section: Related Workmentioning
confidence: 99%