Computer animation of knowledge-based human grasping
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Modeling tension and relaxation for computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling the constraints of human hand motion
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
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
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Helping hand: an anatomically accurate inverse dynamics solution for unconstrained hand motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Gesture modeling and animation based on a probabilistic re-creation of speaker style
ACM Transactions on Graphics (TOG)
Data-driven finger motion synthesis for gesturing characters
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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We present a technique for modeling the deformations that occur to hand pose under the influence of gravity when the hand is kept in a relaxed state. A dynamic model of the hand is built using Proportional-Derivative controllers as a first order approximation to muscles. A process for tuning the model to match the relaxed hand shape of subjects is discussed. Once the model is tuned, it can be used to sample the space of all possible arm orientations and samples of wrist and finger angles are taken. From these samples, a kinematic model of passive hand deformation is built. Either the tuned dynamic model or the kinematic model can be used to generate final animations. These techniques increase the realism of gesture animation, where the character often maintains a relaxed hand