Skeleton-driven dynamics modeling for computer-aided muscular rehabilitation

Jianping Cai, Feng Lin
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Abstract

animating a skeletal character in computer-aided muscular rehabilitation, we innovate in both skinning and dynamic simulation. First, a new rigging scheme is proposed for transforming the bone- constrained nodes; and the motion of the unconstrained nodes can be efficiently computed by dynamic deformation simulation. Secondly, a position-based dynamics framework is employed; instead of geometrical constraints, nonlinear strain-based constraints are utilized in the tetrahedral body mesh deformation. Thirdly, in order to improve the computational performance, a unique layered constraint solving scheme is designed to solve the constraints in an ordered way; anisotropic deformations of the body mesh can be achieved by the desired stretch and shear coefficients in the different layers. Finally, we provide an interactive tool for local reference frames which control the anisotropic deformation behaviours. Real-time skeletal animation can be realized, and the model is stable even in the cases of large deformation and degeneration. The comparative advantages over the competing methods are presented and verified with experiments.
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计算机辅助肌肉康复的骨骼驱动动力学建模
在计算机辅助肌肉康复中,我们在皮肤和动态模拟两方面都进行了创新。首先,提出了一种新的装配方案,用于骨约束节点的转换;通过动态变形模拟可以有效地计算无约束节点的运动。其次,采用基于位置的动力学框架;在四面体网格变形中,采用非线性应变约束代替几何约束。第三,为了提高计算性能,设计了一种独特的分层约束求解方案,对约束进行有序求解;体网格的各向异性变形可以通过不同层的拉伸和剪切系数来实现。最后,我们为控制各向异性变形行为的局部参考框架提供了一个交互工具。可实现实时骨骼动画,且模型在大变形、大退化的情况下也能保持稳定。提出了相对于竞争方法的比较优势,并通过实验进行了验证。
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