Research Article
Realistic human hand deformation
Article first published online: 14 JUN 2006
DOI: 10.1002/cav.150
Copyright © 2006 John Wiley & Sons, Ltd.
Issue
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Computer Animation and Virtual Worlds
Special Issue: CASA 2006
Volume 17, Issue 3-4, pages 479–489, July 2006
Additional Information
How to Cite
Lee, J., Yoon, S.-H. and Kim, M.-S. (2006), Realistic human hand deformation. Comp. Anim. Virtual Worlds, 17: 479–489. doi: 10.1002/cav.150
Publication History
- Issue published online: 14 JUN 2006
- Article first published online: 14 JUN 2006
- Manuscript Accepted: 10 MAY 2006
- Manuscript Revised: 2 MAY 2006
- Manuscript Received: 10 APR 2006
Funded by
- Korean Ministry of Information and Communication (MIC)
- Abstract
- References
- Cited By
Keywords:
- human hand modeling;
- hand deformation;
- palm deformation;
- palm lines;
- sweep surfaces;
- freeform surface;
- displacement map;
- self-intersection;
- collision detection
Abstract
We present a new approach to realistic hand modeling and deformation with real-time performance. We model the underlying shape of a human hand by means of sweeps which follow a simplified skeleton. The resulting swept surfaces are blended, and an auxiliary surface is then bound to the swept representation in the palm region. In the areas of this palm-control surface where bulges occur in certain poses of a real hand, the vertices are given their own trajectories, so that the palm forms realistic shapes as the joints bend. Palm lines can also be modeled as valleys in the skin by sketching them on a displacement map on the palm-control surface, and activitating them when appropriate joint movements take place. Self-intersections and collisions are detected using geometric primitives that are automatically generated from, and deform with, the sweeps and palm surface. Our algorithm runs in real time, and the naturalism of its results are demonstrated by comparative images of modeled and real hands, including several challenging poses. Copyright © 2006 John Wiley & Sons, Ltd.

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