Anatomy-Based Human Modeling for Virtual Reality (VR)

Yuk-Ming Tang, Hoi Sze Chan, Wei-Ting Kuo
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Abstract

The authors proposed an anatomy-based methodology for human modeling to enhance the visual realism of human modeling by using the boundary element method (BEM) and axial deformation approach. To model muscle deformation, a BEM with linear boundary elements was used. The significance of tendons in determining skin layer deformation is also discussed. The axial deformation technique is used to allow for quick deformation. To control tendon deformation, the curve of the axial curve is changed. Each vertex of the skin layer is linked to the muscles, tendons, and skeletons beneath it. The skin layer deforms in response to changes in the underlying muscle, tendon, and skeleton layers. This chapter made use of human foot modeling as the case study. Results have illustrated that the visual realism of human models can be enhanced by considering the changes of tendons in the deformation of the skin layer. The lower computational complexity and enhanced visual realism of the proposed approaches can be applied in human modelling for virtual reality (VR) applications.
基于解剖学的虚拟现实人体建模
作者提出了一种基于解剖学的人体建模方法,利用边界元法和轴向变形法来增强人体建模的视觉真实感。为了模拟肌肉变形,采用了具有线性边界元的边界元法。还讨论了肌腱在确定皮肤层变形中的意义。轴向变形技术用于快速变形。通过改变轴向曲线的曲线来控制肌腱变形。皮肤层的每个顶点都与下面的肌肉、肌腱和骨骼相连。皮肤层会随着底层肌肉、肌腱和骨骼层的变化而变形。本章以人体足部建模为案例进行研究。结果表明,考虑皮肤层变形中肌腱的变化可以增强人体模型的视觉真实感。所提出的方法具有较低的计算复杂度和增强的视觉真实感,可以应用于虚拟现实(VR)应用中的人体建模。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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