DIGITAL LIBRARY
COMPUTER GRAPHICS TEACHING AND CREATING COMPUTER REALISM: ULSIT’S EXPERIENCE
1 University of Library Studies and Information Technologies (BULGARIA)
2 New Bulgarian University (BULGARIA)
3 South-West University “Neofit Rilski” (BULGARIA)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 2303-2310
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0552
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
Introduction:
The human body is a complex biomechanical system. The human movements are very complex process created by nature for thousands of years. Each of the human muscles can contract under the action of nerve impulses and become in a source of human power. Interesting fact is that Newton's laws also act in biomechanics. Forces and torques in biological systems are very important in the movement of the human body. Biomechanics is an interdisciplinary area that includes theoretical and experimental studies of the mechanical behavior of living systems. In particular, Biomechanics studies the structures and functions of the human body at the macro, micro and nano levels.

Presentation:
Realistic representation of images, generated by computer, is one of the main research areas in Computer graphics. This article shows the application of Biomechanics and the mathematical description of the movements of the human body that must be taken into account when we make evaluation of the generation of high quality graphic images. The report is a conceptual framework of the combination of mathematics, biomechanics and computer graphics in the construction of computer realism, i.e. the movement that is close to the real one, of an image that is generated by computer.

Results of the paper:
The results that we will present are from two software: "Biomechanics of BoB bodies" in the MATLAB system, and Unreal Engine that is a game engine. BoB is a package for modeling of biomechanics. It contains a model of human musculoskeletal system. It allows us to calculate anatomical trajectories, center of mass trajectories, earth's reaction force, muscle forces and loads at joint contacts together with a muscle editor and a wide range of visualization options. We use all this data and import it into Unreal engine. Using C++ language that is high-level programming language, we model the movement of the human body. This approach can be used if we want to create computer-realistic images in a mixed reality system.

Conclusion:
Another aspect of our article is the presentation of our pedagogical experience in teaching Computer graphics. Our main goal is to stimulate the creative thinking of students. They used computer simulations of movement, stimulated by BoB in MATLAB or analysis of human movement. One of the projects that our students prepare is modeling of this movement in the Unreal engine.
Keywords:
Computer graphics, computer realism, MATLAB, Biomechanics, creative thinking.