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dc.contributor.authorLuo, Zhipingen_US
dc.contributor.authorPronost, Nicolasen_US
dc.contributor.authorEgges, Arjanen_US
dc.contributor.editorJan Bender and Jeremie Dequidt and Christian Duriez and Gabriel Zachmannen_US
dc.date.accessioned2014-02-06T13:47:33Z
dc.date.available2014-02-06T13:47:33Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905674-57-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE.vriphys.vriphys13.051-060en_US
dc.description.abstractIn 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectPhysically based modelingen_US
dc.subjecten_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.titlePhysics-based Human Neck Simulationen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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