ACM SIGGRAPH 2007 Sketches 2007
DOI: 10.1145/1278780.1278830
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Musculo-skeletal shape skinning

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Cited by 2 publications
(2 citation statements)
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“…By introducing automatically generated inner layers into a mesh object, collisions handling and volume preservation can be improved [DB13]. In order to simulate realistic muscle behaviour, it is proposed to model muscle with Non Uniform Rational B-Spline (NURBS) surface generator, and apply spring equations to simulate muscle jiggling and skin tension [MH07]. Combining simulation with manually created blend shape, muscle simulation speed can be enhanced [MH07].…”
Section: Multi-layer Systemmentioning
confidence: 99%
See 1 more Smart Citation
“…By introducing automatically generated inner layers into a mesh object, collisions handling and volume preservation can be improved [DB13]. In order to simulate realistic muscle behaviour, it is proposed to model muscle with Non Uniform Rational B-Spline (NURBS) surface generator, and apply spring equations to simulate muscle jiggling and skin tension [MH07]. Combining simulation with manually created blend shape, muscle simulation speed can be enhanced [MH07].…”
Section: Multi-layer Systemmentioning
confidence: 99%
“…In order to simulate realistic muscle behaviour, it is proposed to model muscle with Non Uniform Rational B-Spline (NURBS) surface generator, and apply spring equations to simulate muscle jiggling and skin tension [MH07]. Combining simulation with manually created blend shape, muscle simulation speed can be enhanced [MH07]. In [AS07], manually created anatomic tissue layer known as vortex deformers is proposed.…”
Section: Multi-layer Systemmentioning
confidence: 99%