Near-real-time control of human figure models
Proceedings on Graphics Interface '86/Vision Interface '86
Robotics: control, sensing, vision, and intelligence
Robotics: control, sensing, vision, and intelligence
Using dynamic analysis for realistic animation of articulated bodies
IEEE Computer Graphics and Applications
Articulated figure positioning by multiple constraints
IEEE Computer Graphics and Applications
Interactive design of 3D computer-animated legged animal motion
IEEE Computer Graphics and Applications
Controlling dynamic simulation with kinematic constraints
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The virtual erector set: dynamic simulation with linear recursive constraint propagation
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Virtual environment display system
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A modeling system based on dynamic constraints
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Motion Simulation: Dealing with the Ill-Conditioned Equations of Motion for Articulated Figures
IEEE Computer Graphics and Applications
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Anthropomorphic model for hand gesture interface
CHI '94 Conference Companion on Human Factors in Computing Systems
Extended grasping behavior for autonomous human agents
AGENTS '97 Proceedings of the first international conference on Autonomous agents
VRML-based representations of ASL fingerspelling on the World Wide Web
Assets '98 Proceedings of the third international ACM conference on Assistive technologies
Model-Based Analysis of Hand Posture
IEEE Computer Graphics and Applications
Integration of the Rutgers Master II in a virtual reality simulation
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Handrix: animating the human hand
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Realistic virtual hand modeling with applications for virtual grasping
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual hands and virtual reality multimodal platform to design safer industrial systems
Computers in Industry
Data-Driven Grasp Synthesis Using Shape Matching and Task-Based Pruning
IEEE Transactions on Visualization and Computer Graphics
Hand Motion Prediction for Distributed Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Planning collision-free reaching motions for interactive object manipulation and grasping
ACM SIGGRAPH 2008 classes
Hand gesture recognition and tracking based on distributed locally linear embedding
Image and Vision Computing
Virtual Human Hand: Grasping and Simulation
ICDHM '09 Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009
A new methodology for human grasp prediction
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Dataglove calibration with constructed grasping esture database
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
FABRIK: A fast, iterative solver for the Inverse Kinematics problem
Graphical Models
Modeling relaxed hand shape for character animation
AMDO'06 Proceedings of the 4th international conference on Articulated Motion and Deformable Objects
Grasp motion synthesis based on object features
AMDO'06 Proceedings of the 4th international conference on Articulated Motion and Deformable Objects
Robotics and Autonomous Systems
Adding hand motion to the motion capture based character animation
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Sleight of hand: perception of finger motion from reduced marker sets
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Fast Grasp Synthesis for Various Shaped Objects
Computer Graphics Forum
Synthesis of concurrent object manipulation tasks
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Robust realtime physics-based motion control for human grasping
ACM Transactions on Graphics (TOG)
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The synthesis of human hand motion and grasping of arbitrary shaped objects is a very complex problem. Therefore high-level control is needed to perform these actions. In order to satisfy the kinematic and physical constraints associated with the human hand and to reduce the enormous search space associated with the problem of grasping objects, a knowledge based approach is used. A three-phased scheme is presented which incorporates the role of the hand, the object, the environment and the animator. The implementation of a hand simulation system HANDS is discussed.