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Joint-Dependent Local Deformations for Hand Animation and Object Grasping

Nadia Magnenat-Thalmann, Renato Laperriere, Daniel Thalmann

SIGGRAPHAcademic52 descendantsSkinningRigging

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.

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