Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Computer animation of knowledge-based human grasping
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Feature-based image metamorphosis
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Surface deformation using the sensor glove
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Non-uniform recursive subdivision surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Virtual Reality Simulation Modeling for a Haptic Glove
CA '99 Proceedings of the Computer Animation
Intuitive Virtual Grasping for Non Haptic Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Bio-edutainment: Learning life science through X gaming
Computers and Graphics
A 4-layer flexible virtual hand model for haptic interaction
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
On the potential of physics-based animation for task programming in virtual reality
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
A framework for virtual hand haptic interaction
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In virtual environments, virtual hand interactions play key roles in the human-computer interface. Specifically, the virtual grasping of 3D objects provides an intuitive way for users to interact with virtual objects. This paper demonstrates the creation of a sophisticated virtual hand model simulating natural anatomy in its appearance and motion. To achieve good visual realism, the virtual hand is modeled with metaball modeling, and visually enhanced by applying texture mapping. For realistic kinematics modeling, a three-layer model (skeleton, muscle and skin layers) is adopted to handle the motion as well as the deformation of the virtual hand. We also present an approach for virtual grasping of 3D objects with the realistic virtual hand driven by a CyberGlove dataglove. Grasping heuristics are proposed based on the classification with the shapes of objects, and simplified proxies for the virtual hand are used for the purpose of real-time collision detection between the virtual hand and 3D objects.