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ZygoteBody, formerly Google Body, is a web application by Zygote Media Group that renders manipulable 3D anatomical models of the human body. Several layers, from muscle tissues down to blood vessels, can be removed or made transparent to allow better study of individual body parts. Most of the body parts are labelled and are searchable.
English: The humerus is the (upper) arm bone. It joins with the scapula above at the shoulder joint (or glenohumeral joint) and with the ulna and radius below at the elbow joint. Notice: When the arm is spun so that the thumb point to the outside of the body, meaning the palm of the hand looks forward then it is said the hand is supinated. But ...
However, in common, literary, and historical usage, arm refers to the entire upper limb from shoulder to wrist. This article uses the former definition; see upper limb for the wider definition. [8] In primates, the arm is adapted for precise positioning of the hand and thus assist in the hand's manipulative tasks. The ball and socket shoulder ...
Some models may have changeable genital inserts and other interchangeable parts which permit a unisex model to represent an individual of either sex. [citation needed] Although 3D computer models of anatomy now exist as an alternative, physical anatomical models still have advantages in providing insight into anatomy. [2]
The anterior compartment of the arm is also known as the flexor compartment of the arm as its main action is that of flexion. The anterior compartment is one of the two anatomic compartments of the upper arm, the other being the posterior compartment. The compartment contains three muscles; the biceps brachii, the brachialis and the ...
Phase 2: Then, missing details were supplemented and blurred contours were clarified using a 3D editing program by referring to textbooks, atlases, [7] and mock-up models by medical illustrators. Phase 3: Further segmentation and data modification will continue in collaboration with clinical researchers until sufficient concept coverage is ...
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Technically, the model developed for MakeHuman is: Light and optimized for subdivision surfaces modelling (15,128 vertices). Quads only. The human mesh itself is triangles free, using Catmull-Clark subdivision for extra resolution to base meshes, see also polygon mesh. Only E(5) Pole and the N(3) Pole, without holes and without 6-edge poles.