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Joint-Dependent Local Deformations for Hand Animation and Object Grasping
Introduced joint-dependent local deformations (JLD) for hand animation, an early precursor to pose-space deformation and corrective skinning.
Abstract
This paper presents algorithms for animating synthetic actor hands with realistic deformations including joint rounding and muscle inflation. The approach maps surfaces onto a skeleton using Joint-dependent Local Deformation (JLD) operators, which are specific local deformation operators based on joint properties. The method handles both finger and palm deformation through a sophisticated coordinate basis calculation system that separates the topology of surfaces from the skeleton, enabling automatic continuity between different surface regions during animation.
How to read this
- Category
- Method: joint-dependent local deformations for hand animation
- Contributions
- Joint-dependent Local Deformation (JLD) operators that produce realistic effects like joint rounding and muscle inflation
- A mapping of surfaces onto a skeleton that separates surface topology from the skeleton itself
- A coordinate-basis calculation that handles finger and palm deformation and enforces continuity between surface regions
- Context
- Standalone work (no prior context given) on articulated hand deformation that is an early precursor to pose-space deformation and corrective skinning.Builds on: Interactive Skeleton Techniques for Enhancing Motion Dynamics in Key Frame Animation · A System for Computer Generated Movies
- Correctness
- Demonstrated on synthetic actor hands and grasping; a reader should note the operators are hand- and joint-specific and tuned for that domain rather than a fully general skinning solution.
- Clarity
- Moderately technical; a first pass conveys the JLD idea, a second pass is needed for the coordinate-basis machinery.
- How to read it
- Read for the lineage toward corrective and pose-space skinning: focus on what JLD operators do at the joints and how surface topology is decoupled from the skeleton; a second pass pays off if you care about the deformation math.
Builds on
Related work
- Wires: A Geometric Deformation Technique 1998 / SIGGRAPH
- Inverse Kinematics for Reduced Deformable Models 2006 / SIGGRAPH
- Rig-Space Physics 2012 / SIGGRAPH
- Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments 2022 / SCA
Keywords
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