PhysHand: A Hand Simulation Model with Physiological Geometry, Physical Deformation, and Accurate Contact Handling

dc.contributor.authorSun, Mingyangen_US
dc.contributor.authorKou, Dongliangen_US
dc.contributor.authorYuan, Ruishengen_US
dc.contributor.authorYang, Dingkangen_US
dc.contributor.authorZhai, Pengen_US
dc.contributor.authorZhao, Xiaoen_US
dc.contributor.authorJiang, Yangen_US
dc.contributor.authorLi, Xiongen_US
dc.contributor.authorLi, Jingchenen_US
dc.contributor.authorZhang, Lihuaen_US
dc.contributor.editorChen, Renjieen_US
dc.contributor.editorRitschel, Tobiasen_US
dc.contributor.editorWhiting, Emilyen_US
dc.date.accessioned2024-10-13T18:04:04Z
dc.date.available2024-10-13T18:04:04Z
dc.date.issued2024
dc.description.abstractIn virtual Hand-Object Interaction (HOI) scenarios, the authenticity of the hand's deformation is important to immersive experience, such as natural manipulation or tactile feedback. Unrealistic deformation arises from simplified hand geometry, neglect of the different physics attributes of the hand, and penetration due to imprecise contact handling. To address these problems, we propose PhysHand, a novel hand simulation model, which enhances the realism of deformation in HOI. First, we construct a physiologically plausible geometry, a layered mesh with a ''skin-flesh-skeleton'' structure. Second, to satisfy the distinct physics features of different soft tissues, a constraint-based dynamics framework is adopted with carefully designed layer-corresponding constraints to maintain flesh attached and skin smooth. Finally, we employ an SDF-based method to eliminate the penetration caused by contacts and enhance its accuracy by introducing a novel multi-resolution querying strategy. Extensive experiments have been conducted to demonstrate the outstanding performance of PhysHand in calculating deformations and handling contacts. Compared to existing methods, our PhysHand: 1) can compute both physiologically and physically plausible deformation; 2) significantly reduces the depth and count of penetration in HOI.en_US
dc.description.sectionheadersHuman and Character Animation
dc.description.seriesinformationPacific Graphics Conference Papers and Posters
dc.identifier.doi10.2312/pg.20241289
dc.identifier.isbn978-3-03868-250-9
dc.identifier.pages12 pages
dc.identifier.urihttps://doi.org/10.2312/pg.20241289
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/pg20241289
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Mesh geometry models; Physical simulation; Collision detection
dc.subjectComputing methodologies → Mesh geometry models
dc.subjectPhysical simulation
dc.subjectCollision detection
dc.titlePhysHand: A Hand Simulation Model with Physiological Geometry, Physical Deformation, and Accurate Contact Handlingen_US
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