A significant challenge in biomechanical simulations is the handling of complex routing and contact constraints between muscles, tendons, and bones. I will discuss the constrained
strand framework, which has been developed for the simulation of thin solids, with special focus on biomechanical simulations. In particular, I will discuss the importance of handling various
types of constraints for biomechanical simulations, and why other strand simulators may not be suitable for this purpose. I will present a graphics application of the simulator, where we add
subcutaneous detail due to the motion of the tendons to the mesh of a virtual character. I will also describe some of our ongoing validation work using data acquired from imaging cadaver hands.
strand framework, which has been developed for the simulation of thin solids, with special focus on biomechanical simulations. In particular, I will discuss the importance of handling various
types of constraints for biomechanical simulations, and why other strand simulators may not be suitable for this purpose. I will present a graphics application of the simulator, where we add
subcutaneous detail due to the motion of the tendons to the mesh of a virtual character. I will also describe some of our ongoing validation work using data acquired from imaging cadaver hands.
September 14, 2011
12:30 pm (1h)
Discovery Building, Orchard View Room
Shinjiro Sueda