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Animating Human Athletics
, 1995
"... This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorith ..."
Abstract
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Cited by 248 (21 self)
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This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles. We add secondarymotion to the animations with springmass simulations of clothing driven by the rigid-body motion of the simulated human. For each simulation, we compare the computed motion to that of humans performing similar maneuvers both qualitatively through the comparison of real and simulated video images and quantitatively through the comparison of simulated and biomechanical data.
Fracturing Rigid Materials
, 2007
"... We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the lim ..."
Abstract
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Cited by 9 (1 self)
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We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangulated surface mesh and level set volume for collisions, each rigid body is outfitted with a tetrahedral mesh upon which finite element analysis can be carried out to provide a stress map for fracture criteria. We demonstrate that the commonly used stress criteria can lead to arbitrary fracture (especially for stiff materials) and instead propose the notion of a time averaged stress directly into the FEM analysis. When objects fracture, the virtual node algorithm provides new triangle and tetrahedral meshes in a straightforward and robust fashion. Although each new rigid body can be rasterized to obtain a new level set, small shards can be difficult to accurately resolve. Therefore, we propose a novel collision handling technique for treating both rigid bodies and rigid body thin shells represented by only a triangle mesh.
Virtual Sculpting: An Investigation of Directly Manipulated Free-Form Deformation in a Virtual Environment
, 1996
"... This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle ..."
Abstract
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Cited by 8 (3 self)
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This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
Modeling developable folds on a strip
- Journal of Computing and Information Science in Engineering (ASME Transactions
, 2005
"... A common operation in clothing and shoe design is to design a folding pattern over a narrow strip and then superimpose it with a smooth surface; the shape of the folding pattern is controlled by the boundary curve of the strip. Previous research results studying folds focused mostly on cloth modelin ..."
Abstract
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Cited by 4 (3 self)
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A common operation in clothing and shoe design is to design a folding pattern over a narrow strip and then superimpose it with a smooth surface; the shape of the folding pattern is controlled by the boundary curve of the strip. Previous research results studying folds focused mostly on cloth modeling or in animations, which are driven more by visual realism, but allow large elastic deformations and usually completely ignore or avoid the surface developability issue. In reality, most materials used in garment and shoe industry are inextensible and uncompressible and hence any feasible folded surface must be developable, since it eventually needs to be flattened to its 2D pattern for manufacturing. Borrowing the classical boundary triangulation concept from descriptive geometry, this paper describes a computer-based method that automatically generates a specialized boundary triangulation approximation of a developable surface that interpolates a given strip. The development is achieved by geometrically simulating the folding process of the sheet as it would occur when rolled from one end of the strip to the other. Ample test examples are presented to validate the feasibility of the proposed method.
Toward Deformation Modeling with Haptic Feedback
- in Proc. IMECE
, 2000
"... A fast deformation modeling method is presented. Based on elastic theory, an algorithm for animating viscoelastic systems is proposed. The integration scheme derived from implicit integration allows developers to obtain interactive realistic animation of models of viscoelastic objects. This method p ..."
Abstract
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Cited by 2 (0 self)
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A fast deformation modeling method is presented. Based on elastic theory, an algorithm for animating viscoelastic systems is proposed. The integration scheme derived from implicit integration allows developers to obtain interactive realistic animation of models of viscoelastic objects. This method provides a simple, stable and tunable model for deformable object suitable for virtual reality environments. An implementation demonstrates this deformation analysis approach. As an important application of virtual reality, Surgical simulation is becoming increasingly popular. Three major problems in surgical simulation are: 1) Collision detection. 2) Deformation animation. 3) Force feedback/haptic rendering. In our prior work[18], we presented basically a collision detection algorithm for this application. In this paper, we focus on other problems: Deformation animation and force feedback/haptic rendering. Haptic Rendering, by simulating the forces generated by contact with a virtual mode...
[Author Name] Page ii 5/2/2006
, 2006
"... All sentences or passages quoted in this report from other people's work have been specifically acknowledged by clear cross-referencing to author, work and page(s). Any illustrations which are not the work of the author of this report have been used with the explicit permission of the originator and ..."
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All sentences or passages quoted in this report from other people's work have been specifically acknowledged by clear cross-referencing to author, work and page(s). Any illustrations which are not the work of the author of this report have been used with the explicit permission of the originator and are specifically acknowledged. I understand that failure to do this amounts to plagiarism and will be considered grounds for failure in this project and the degree examination as a whole.
Virtual Humans on Stage
"... We describe a framework for modeling human body parts, animating them, and putting them in "virtual" scene in the context of Virtual Reality. Modeling human bodies for Virtual Reality environments defines some constraints on the way body parts have to be modeled. The modeling has to meet two major g ..."
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We describe a framework for modeling human body parts, animating them, and putting them in "virtual" scene in the context of Virtual Reality. Modeling human bodies for Virtual Reality environments defines some constraints on the way body parts have to be modeled. The modeling has to meet two major goals: the resulting body must be able to be animated, which requires more data structures than the 3D geometric shape, and the animation must run in real-time. To fulfill these two objectives, the modeling of the human body is then much more complex than simply reconstructing its 3D shape. Many more aspects have to be considered, which this paper addresses by describing some efficient approaches. We consider a virtual human as a set of two types of data: the 3D shape and the animation structures. Both are taken into consideration in the modeling process. The resulting human body model can be fed to a scalable human body animation model to simulate virtual humans and clones ready to evolve in...
Creating and Simulating Skeletal Muscle . . .
, 2005
"... Simulation of the musculoskeletal system has important applications in biomechanics, biomedical engineering, surgery simulation, and computer graphics. The accuracy of the muscle, bone, and tendon geometry as well as the accuracy of muscle and tendon dynamic deformation are of paramount importance ..."
Abstract
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Simulation of the musculoskeletal system has important applications in biomechanics, biomedical engineering, surgery simulation, and computer graphics. The accuracy of the muscle, bone, and tendon geometry as well as the accuracy of muscle and tendon dynamic deformation are of paramount importance in all these applications. We present a framework for extracting and simulating high resolution musculoskeletal geometry from the segmented visible human data set. We simulate 30 contact/collision coupled muscles in the upper limb and describe a computationally tractable implementation using an embedded mesh framework. Muscle geometry is embedded in a nonmanifold, connectivity preserving simulation mesh molded out of a lower resolution BCC lattice containing identical, well-shaped elements, leading to a relaxed time step restriction for stability and, thus, reduced computational cost. The muscles are endowed with a transversely isotropic, quasi-incompressible constitutive model that incorporates muscle fiber fields as well as passive and active components. The simulation takes advantage of a new robust finite element technique that handles both degenerate and inverted tetrahedra.

