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L. P. Nedel and D. Thalmann. Real time muscle deformations using mass-spring systems. In Proc. Computer Graphics International, pages 156--165, 1998.

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Deformable Tissue Parameterized by Properties of Real.. - Maciel, Boulic, Thalmann (2003)   (Correct)

.... to three anatomically distinct layers of facial tissue (dermis, subcutaneous fatty tissue, and muscle) 11] To improve realism, Lee et al. added further constraints to prevent penetrations between soft tissues and bone [12] In biomechanical modeling, mass spring systems were used by Nedel [13] to simulate muscle deformation. Muscles were represented at two levels: action lines and muscle shape. This shape was deformed using a mass spring mesh. Aubel [14] used a similar approach with a multi layered model based on physiological and anatomical considerations. Bourguignon and Cani [15] ....

Nedel, L. P. and Thaimann, D. Real Time Muscle Deformations Using Mass-Spring Systems. Computer Graphics International 1998, pp. 156-165, Hannover (1998).


Interactive Cuts through 3-Dimensional Soft Tissue - Bielser, Maiwald, al. (1999)   (11 citations)  (Correct)

....of [17] and [16] whose visual quality is amazing. In most approaches, force feedback devices are utilized to implement the interface to the user. The Eurographics Association and Blackwell Publishers 1999. Furthermore, 13] for instance, developed a soft tissue model for facial animation and [14] used mass spring and particle systems for the representation of human muscles. Other interesting work can be found in [21] who devised an efficient collision detection method for cloth simulation. Lately, 1] optimized implicit numerical solution strategies for efficient use in cloth modeling. ....

....in the bottom plane providing the desired estimations for the velocity, whereas the represent the gradients of the back plane function approximating the acceleration. The new position and velocity at time are calculated straightforwardly by integration using the standard correction terms from [14]: 6) 5.2. Hierachical Breadth First Traversal Using the relations derived above the system is solved by iteratively calculating each mass position. As with standard Euler schemes this procedure requires quadratic computational expense. In order to further reduce the complexity of the method we ....

L. P. Nedel and D. Thalmann. "Real time muscle deformations using mass-spring systems." Computer Graphics International, pages 156--165, 1998.


Interactive Simulation of Surgical Cuts - Bielser, Gross (2000)   (11 citations)  (Correct)

....expensive since BEM matrices are usually not sparse. In order to make 3D soft tissue modeling real time, different strategies have been proposed. 6] for instance, develops surface based snakes to represent human organs. Furthermore, 17] developed a soft tissue model for facial animation and [18] used mass spring and particle systems for the representation of human muscles. Appeared in Proceedings of Pacific Graphics 2000, IEEE Computer Society Press, pp. 116 125 Another interesting approach is the 3D ChainMail, as introduced by [8] Rather than computing physical deformations on the ....

L. P. Nedel and D. Thalmann. "Real time muscle deformations using mass-spring systems." Computer Graphics International, pages 156--165, 1998.


Interactive Cuts through 3-Dimensional Soft Tissue - Bielser, Maiwald, Gross (1998)   (11 citations)  (Correct)

....on marching cubes techniques can be found in the algorithms of [16] and [15] whose visual quality is amazing. In most approaches, force feedback devices are utilized to implement the interface to the user. Furthermore, 12] for instance, developed a soft tissue model for facial animation and [13] used mass spring and particle systems for the representation of human muscles. Other interesting work can be found in [20] who devised an efficient collision detection method for cloth simulation. Lately, 1] optimized implicit numerical solution strategies for efficient use in cloth modeling. In ....

L. P. Nedel and D. Thalmann. "Real time muscle deformations using mass-spring systems." Computer Graphics International, pages 156--165, 1998.


Modeling and Deformation of the Human Body Using an.. - Nedel, Thalmann   (3 citations)  Self-citation (Nedel Thalmann)   (Correct)

....with the action line position, and in this sense, the modeled muscles we have, does not match our needs. To solve this problem, we have resampled each irregular triangle mesh into a regular grid (Figure 4. c shows an example of a resampled triceps) To this end, we have developed a muscle editor [10] where the user can connect the modeled muscle to its respective action line. 4.3. Deformation model Our deformation model uses a model based on the application of forces over all mass points that compose the mesh, generating new positions for them. Adding all the applied forces, we obtain a ....

....m. Their behavior is determined by their interaction with the other particles that define the muscle surface. In correspondence with the geometric structure presented before, each point of the mesh corresponds to a particle in the physical model. More details about our muscle model can be found in [10]. 4.4. Deformation procedure The design of a new muscle and its motion characteristics is a hard task. We need to intuitively find the best parameters for the simulation, apply these parameters over a geometric shape and visually test whether they are suitable or not. For this reason, we have ....

Nedel, L. P. and Thalmann, D. "Real Time Muscle Deformations using Mass-Spring Systems", In: Computer Graphics International'98, Hannover, Germany, June, 1998. To appear...


Interactive Modeling of the Human Musculature - Aubel, Thalmann (2001)   (1 citation)  Self-citation (Thalmann)   (Correct)

....Their work only shows single muscles working in isolation. Porcher Nedel and Thalmann introduced the idea of abstracting muscles by an action line (a polyline in practice) representing the force produced by the muscle on the bones, and a surface mesh deformed by an equivalent mass spring network [12]. An elastic relaxation of the surface mesh is performed for each animation frame thus yielding a collection of static postures. In order to smooth out mesh discontinuities, they employ special springs termed angular springs that tend to restore the initial curvature of the surface at each vertex. ....

L. Porcher-Nedel, D.Thalmann. Real Time Muscle Deformations Using Mass-Spring Systems. Proc. CGI '98, IEEE Computer Society Press, 1998.


A Behavioral Interface to Simulate Agent-Object.. - Kallmann, Thalmann (1999)   (1 citation)  Self-citation (Thalmann)   (Correct)

....that can be obtained by moving vertices along precalculated trajectories, together with a gradual global scaling. Any other deformation algorithm that can be parameterized can be easily integrated. As another example, we took some models of muscles that were deformed using a spring mass system [17]. The muscle deformation is calculated according to changes in the size of the muscle main axis. So that we can get intermediate models, and generate trajectories that passes through corresponding vertices. Doing so, we just need to parameterize the linear piece wise trajectories to the maximal ....

L. Nedel and D. Thalmann, "Real Time Muscle Deformations Using Mass-Spring Systems", Proceedings of CGI'98, IEEE Computer Society Press, 1998.


Simulation of Clothing with Folds and Wrinkles - Bridson, Marino, Fedkiw (2003)   (8 citations)  (Correct)

No context found.

L. P. Nedel and D. Thalmann. Real time muscle deformations using mass-spring systems. In Proc. Computer Graphics International, pages 156--165, 1998.


Breathe Easy: Model and control of simulated.. - Zordan, Celly, Chiu, .. (2004)   (Correct)

No context found.

NEDEL L. P., THALMANN D.: Real time muscle deformations using mass-spring systems. In Computer Graphics International 1998 (June 1998). 2


Distance Fields Applied To Character Animation - Rudomin, Castillo (2002)   (1 citation)  (Correct)

No context found.

Nedel, L. and Thalmann, D.:Real Time Muscle Deformations Using Mass-Spring Systems, in proccedings CGI'98, IEEE Computer Society Press.

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