  We present a new approach for modelling musculoskeletal anatomy. Unlike
previous methods, we do not model individual muscle shapes as geometric
primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric
segmentation approach where every point in our volume is assigned to a muscle,
fat, or bone tissue. We provide an interactive modelling tool where the user
controls the segmentation via muscle curves and we visualize the muscle shapes
using volumetric rendering. Muscle curves enable intuitive yet powerful control
over the muscle shapes. This representation allows us to automatically handle
intersections between different tissues (musclemuscle, muscle-bone, and
muscle-skin) during the modelling and automates computation of muscle fiber
fields. We further introduce a novel algorithm for converting the volumetric
muscle representation into tetrahedral or surface geometry for use in
downstream tasks. Additionally, we introduce an interactive skeleton authoring
tool that allows the users to create skeletal anatomy starting from only a skin
mesh using a library of bone parts.
