2019
DOI: 10.1111/cgf.13896
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Multi‐Segment Foot for Human Modelling and Simulation

Abstract: Realistic modelling of a human‐like character is one of the main topics in computer graphics to simulate human motion physically and also look realistically. Of the body parts, a human foot interacts with the ground, and plays an essential role in weight transmission, balancing posture and assisting ambulation. However, in the previous researches, the foot model was often simplified into one or two rigid bodies connected by a revolute joint. We propose a new foot model consisting of multiple segments to reprod… Show more

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Cited by 2 publications
(2 citation statements)
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“…While several simulation and control approaches [11], [35] have been developed by merging skeletal and muscular models, it is challenging to extend them to an interactive system that controls virtual objects in response to the user's movements. Lee et al [11] suggested a musculoskeletal simulation technique that utilizes a polyhedral-based volumetric structure and a line-segment controller to express muscle action via the skeleton.…”
Section: Figurementioning
confidence: 99%
See 1 more Smart Citation
“…While several simulation and control approaches [11], [35] have been developed by merging skeletal and muscular models, it is challenging to extend them to an interactive system that controls virtual objects in response to the user's movements. Lee et al [11] suggested a musculoskeletal simulation technique that utilizes a polyhedral-based volumetric structure and a line-segment controller to express muscle action via the skeleton.…”
Section: Figurementioning
confidence: 99%
“…Physicsbased systems relying on the user's muscles have been created in several ways, including directing a person's posture and movement [3], [32]- [34]. Methods for reproducing the natural posture and movement of the human body based on the mechanics of the musculoskeletal system have been investigated continually in the field of computer graphics [4], [5], [35]. To adapt these ideas to virtual reality (VR) and augmented reality (AR) environments, various issues must first be addressed: 1) The movements of the user must be captured in real time, and stability of motion capture is just as critical as real-time performance in this process.…”
mentioning
confidence: 99%