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dc.contributor.authorRomeo, M.en_US
dc.contributor.authorMonteagudo, C.en_US
dc.contributor.authorSánchez‐Quirós, D.en_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2020-05-22T12:24:40Z
dc.date.available2020-05-22T12:24:40Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13734
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13734
dc.description.abstractRecent research on muscle and fascia simulation for visual effects relies on numerical methods such as the finite element method or finite volume method. These approaches produce realistic results, but require high computational time and are complex to set up. On the other hand, position‐based dynamics offers a fast and controllable solution to simulate surfaces and volumes, but there is no literature on how to implement constraints that could be used to realistically simulate muscles and fascia for digital creatures with this method. In this paper, we extend the current state‐of‐the‐art in Position‐Based Dynamics to efficiently compute realistic skeletal muscle and superficial fascia simulation. In particular, we embed muscle fibres in the solver by adding an anisotropic component to the distance constraints between mesh points and apply overpressure to realistically model muscle volume changes under contraction. In addition, we also define a modified distance constraint for the fascia that allows compression and enables the user to scale the constraint's original distance to gain elastic potential at rest. Finally, we propose a modification of the extended position‐based dynamics algorithm to properly compute different sets of constraints and describe other details for proper simulation of character's muscle and fascia dynamics.en_US
dc.publisher© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjecthuman simulation
dc.subjectanimation
dc.subjectanimation w/constraints
dc.subjectanimation
dc.subject• Computing methodologies → Computer graphics; • Applied computing → Physics; Media arts
dc.titleMuscle and Fascia Simulation with Extended Position Based Dynamicsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume39
dc.description.number1
dc.identifier.doi10.1111/cgf.13734
dc.identifier.pages134-146


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