Given an input 3D anatomy template, we propose a system to simulate the effects of muscle, fat, and bone growth. This allows us to create a wide range of human body shapes.
Abstract
We propose a method to create a wide range of human body shapes
from a single input 3D anatomy template. Our approach is inspired
by biological processes responsible for human body growth. In particular,
we simulate growth of skeletal muscles and subcutaneous
fat using physics-based models which combine growth and elasticity.
Together with a tool to edit proportions of the bones, our
method allows us to achieve a desired shape of the human body by
directly controlling hypertrophy (or atrophy) of every muscle and
enlargement of fat tissues. We achieve near-interactive run times by
utilizing a special quasi-statics solver (Projective Dynamics) and by
crafting a volumetric discretization which results in accurate deformations
without an excessive number of degrees of freedom. Our
system is intuitive to use and the resulting human body models are
ready for simulation using existing physics-based animation methods,
because we deform not only the surface, but also the entire
volumetric model.
Publication
Shunsuke Saito, Zi-Ye Zhou, Ladislav Kavan. Computational Bodybuilding: Anatomically-based Modeling of Human Bodies. ACM Transaction on Graphics 34(4) [Proceedings of SIGGRAPH], 2015.
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Acknowledgements
Our special thanks belong to Sanchit Garg for designing the fat
maps and helping with rendering and video editing. We thank Marianne
Augustine, Norm Badler, Benedict Brown, Scott Delp, Jiatong
He, Xiaoyan Hu, Chuang Lan, Tiantian Liu, Shigeo Morishima,
Saba Pascha, Eftychios Sifakis, Robin Tomcin, and Lifeng Zhu for
many insightful discussions and the anonymous reviewers for their
valuable comments. We also thank Harmony Li for narrating the accompanying
video. This research was supported by NSF CAREER
Award IIS-1350330.