A multiresolution spline with application to image mosaics
ACM Transactions on Graphics (TOG)
Principal Warps: Thin-Plate Splines and the Decomposition of Deformations
IEEE Transactions on Pattern Analysis and Machine Intelligence
A multi-sensor approach for grasping and 3D interaction
Computer graphics
Inferring global perceptual contours from local features
International Journal of Computer Vision - Special issue on computer vision research at the University of Southern California
A hand biomechanics workstation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Head shop: generating animated head models with anatomical structure
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
Computational Framework for Segmentation and Grouping
Computational Framework for Segmentation and Grouping
Computer Vision: A Modern Approach
Computer Vision: A Modern Approach
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
Neural Network-Based Violinist's Hand Animation
CGI '00 Proceedings of the International Conference on Computer Graphics
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
Synthesizing animatable body models with parameterized shape modifications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2005 Papers
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
Animating Unstructured 3D Hand Models
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
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
A framework for virtual hand haptic interaction
Transactions on edutainment IV
Puppet playing: an interactive character animation system with hand motion control
Transactions on computational science XII
Anatomy-Based variational modeling of digital hand and its verification
DHM'13 Proceedings of the 4th international conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: human body modeling and ergonomics - Volume Part II
Dynamics based 3D skeletal hand tracking
Proceedings of Graphics Interface 2013
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The human hand is an important interface with complex shape and movement. In virtual reality and gaming applications the use of an individualized rather than generic hand representation can increase the sense of immersion and in some cases may lead to more effortless and accurate interaction with the virtual world. We present a method for constructing a person-specific model from a single canonically posed palm image of the hand without human guidance. Tensor voting is employed to extract the principal creases on the palmar surface. Joint locations are estimated using extracted features and analysis of surface anatomy. The skin geometry of a generic 3D hand model is deformed using radial basis functions guided by correspondences to the extracted surface anatomy and hand contours. The result is a 3D model of an individual's hand, with similar joint locations, contours, and skin texture.