Depends on how broadly you want to distribute your app, provide installation support for it - and how much work you want to do
1) You can always do it yourself - but you've probably already decided you don't want to spend 2 years of your life building a render pipeline, learning the vagaries of IK, etc
2) You could target XNA - this is sort of WPF, will run on windows, and the xbox to boot - one package you could consider for XNA is Visual 3D - you can find a list of engines here
3) IFF you either can access the target machines directly, or can release your app as a standalone WPF application, you've got a lot of options - all you need is a C# wrapper that allows you to call a native implementation - the one thing you'll loose is WPF ability to superimpose controls, because your render surface will most likely be a winform control embedded in a WPF UI - you will need to get the wrapper DLL into the GAC if you want to distribute the app broadly -
3a) check out the Blender community - the entire tool is open source, and there's a lot of smart people playing in that space
4) I'd tout my own engine but it's undergoing a thorough revision and won't be out again for quite a few months - we'd provide WPF/Silverlight support via option 3 - .Net wrapper over C++ core directly installed into GAC - which makes it available for WPF/Silverlight - I believe we'll still have to pretend to be a winform control to allow the D3D render surfaces to punch through onto the screen
Hope this helps
PS - one side question - You capitalized Virtual Human -- you aren't referencing the NIH Visible Human Project, are you ? If so, last I knew you had to assemble the geometry/bones yourself , all it supplies is the tomagraphic slices