Physics-based Human Neck Simulation

Zhiping Luo, N. Pronost, A. Egges
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Abstract

In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the controlled head movements that are essential to many aspects of human behavior. However, neck animation is largely overlooked both in computer graphics and animation due to the complexity of the cervical anatomy. This paper presents a physical human neck model based on biomechanical modeling. Relevant anatomical structures part of a 3D model of the human musculoskeletal system are modeled as deformable or linked rigid bodies. We couple the soft-hard bodies using soft constraints via elastic springs and form a Lagrangian dynamic system. The simulation of dynamic skin deformation is achieved by automatically binding the skin vertices to underlying bodies in an anatomically correct manner. Experimental results are provided and show the high level of realism that our model offers. In addition, the simulation runs at interactive rates on a modern computer.
基于物理的人体颈部模拟
在可变形的人物动画中,颈部皮肤的变形对于再现可信的面部动画非常重要。颈部在维持头部平衡和控制头部运动方面也起着重要作用,这对人类行为的许多方面都是至关重要的。然而,由于颈椎解剖结构的复杂性,在计算机图形学和动画中,颈部动画在很大程度上被忽视了。提出了一种基于生物力学建模的人体颈部物理模型。人体肌肉骨骼系统三维模型的相关解剖结构部分被建模为可变形或连接的刚体。通过弹性弹簧对软-硬体进行耦合,形成拉格朗日动力学系统。动态皮肤变形的模拟是通过以解剖正确的方式自动将皮肤顶点绑定到底层身体来实现的。实验结果表明,该模型具有较高的真实感。此外,模拟在现代计算机上以交互速率运行。
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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