Foundations and Trends® in Computer Graphics and Vision > Vol 7 > Issue 4

Modeling and Simulation of Skeletal Muscle for Computer Graphics: A Survey

By Dongwoon Lee, Autodesk Research, Canada and University of Toronto, Canada, dwlee@cs.toronto.edu | Michael Glueck, Autodesk Research, Canada, Michael.Glueck@autodesk.com | Azam Khan, Autodesk Research, Canada, Azam.Khan@autodesk.com | Eugene Fiume, University of Toronto, Canada, elf@dgp.toronto.edu | Ken Jackson, University of Toronto, Canada, krj@cs.toronto.edu

 
Suggested Citation
Dongwoon Lee, Michael Glueck, Azam Khan, Eugene Fiume and Ken Jackson (2012), "Modeling and Simulation of Skeletal Muscle for Computer Graphics: A Survey", Foundations and TrendsĀ® in Computer Graphics and Vision: Vol. 7: No. 4, pp 229-276. http://dx.doi.org/10.1561/0600000036

Publication Date: 25 Jun 2012
© 2012 D. Lee, M. Glueck, A. Khan, E. Fiume and K. Jackson
 
Subjects
Animation,  Medical image analysis,  Texture analysis and synthesis
 

Free Preview:

Download extract

Share

Download article
In this article:
1. Introduction 
2. Background 
3. Muscle Deformation 
4. Control and Simulation 
5. Discussion and Conclusion 
Acknowledgements 
References 

Abstract

Muscles provide physiological functions to drive body movement and anatomically characterize body shape, making them a crucial component of modeling animated human figures. Substantial effort has been devoted to developing computational models of muscles for the purpose of increasing realism and accuracy in computer graphics and biomechanics. We survey various approaches to model and simulate muscles both morphologically and functionally. Modeling the realistic morphology of muscle requires that muscle deformation be accurately depicted. To this end, several methodologies are presented, including geometrically-based, physically-based, and data-driven approaches. On the other hand, the simulation of physiological muscle functions aims to identify the biomechanical controls responsible for realistic human motion. Estimating these muscle controls has been pursued through static and dynamic simulations. We review and discuss all these approaches, and conclude with suggestions for future research.

DOI:10.1561/0600000036
ISBN: 978-1-60198-552-1
56 pp. $50.00
Buy book (pb)
 
ISBN: 978-1-60198-553-8
56 pp. $110.00
Buy E-book (.pdf)
Table of contents:
1. Introduction
2. Background
3. Muscle Deformation
4: Control and Simulation
5. Discussion and Conclusion
Acknowledgements
References

Modeling and Simulation of Skeletal Muscle For Computer Graphics

Muscles provide physiological functions to drive body movement and anatomically characterize body shape, making them a crucial component of modeling animated human figures. Substantial effort has been devoted to developing computational models of muscles for the purpose of increasing realism and accuracy in computer graphics and biomechanics.

This short book surveys various approaches to model and simulate muscles both morphologically and functionally. Modeling the realistic morphology of muscle requires that muscle deformation be accurately depicted. To this end, several methodologies are presented, including geometrically-based, physically-based, and data-driven approaches. On the other hand, the simulation of physiological muscle functions aims to identify the biomechanical controls responsible for realistic human motion. Estimating these muscle controls has been pursued through static and dynamic simulations.

Modeling and Simulation of Skeletal Muscle For Computer Graphics: A Survey starts with a brief introduction to anatomical and biomechanical descriptions of muscle, which have been considered in most applications. It goes on to examine various approaches proposed to model muscle deformation and then we addresses muscle control problems and presents related simulation models to solve them. It concludes with a discussion of possible approaches to bridge the efforts of the biomechanical and graphics research communities, working towards a unified model.

 
CGV-036