Graduate Programs in Computer Science A Soft Hand Model for Physically-based Manipulation of Virtual Objects Jan Jacobs Group Research.

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Graduate Programs in Computer Science A Soft Hand Model for Physically-based Manipulation of Virtual Objects Jan Jacobs Group Research Virtual Technologies Volkswagen AG Bernd Froehlich Virtual Reality Systems Group Bauhaus-Universitat Weimar In Virtual Reality Conference (VR), March, 2011 Singapore, IEEE, 2011.

Graduate Programs in Computer Science Outline Background Introduction Related Work System Design Results and Discussion Conclusions Future Work

Graduate Programs in Computer Science Background What is VR?  Virtual Reality Applications of VR  Video Games  Training Systems  Simulator  3D/4D Movies, Games  Auto Design

Graduate Programs in Computer Science Background The integration of physical behavior has significantly increased the quality of games and virtual environments overall The interaction with simulated objects also needs to occur on a physical basis. The representation of a user in the virtual world needs to be physically modeled to achieve a realistic interaction between user and virtual objects. The problem: the modeling of the finely articulated human hand to enable finger-based interaction.

Graduate Programs in Computer Science Introduction A direct and robust finger-based manipulation relies on three major issues  Stable grasping of objects  Robust manipulation  Controlled releasing of objects. In general, there are two common ways to achieve these goals  Grasping through heuristics  Collision based physical simulations.

Graduate Programs in Computer Science Introduction In 2005, Borst et al. [1] relies on a hand model constructed from rigid bodies. Problems:  It could not correctly consider friction between fingers and virtual  It required careful tuning of parameters for a reasonably stable interaction.

Graduate Programs in Computer Science Introduction Real World Grasping Increasing contact area with increasing contact force. Left: loose touch. Right: strong pressure between finger and a pane of glass.

Graduate Programs in Computer Science Introduction Physics problem  f = μN  μ is the friction coefficient  N is the pressure  The friction doesn’t related to the contact area VR Simulation  No haptic system  Mapping: the higher the pressure, the bigger the contact area

Graduate Programs in Computer Science Introduction A soft body model for each finger phalanx was introduced to enable pressure-based deformation of the soft finger contact areas. The system allows for very precise and robust finger-based grasping, manipulation and releasing of virtual objects in real-time.

Graduate Programs in Computer Science Related Work This idea is originally from Duriez et al. in 2008 [2]. They addressed this problem by directly calculating friction at skin level.  Complexity The FastLSM algorithm by Rivers et al. [3].

Graduate Programs in Computer Science System Design Software Architecture Tracking Hand Model

Graduate Programs in Computer Science System Design Software Architecture  Scenegraph System: OpenSG  Physics Engine: bullet  User Input

Graduate Programs in Computer Science System Design Tracking  An optical finger tracking system  Seven evenly spread cameras for a 3m 3 volume

Graduate Programs in Computer Science System Design Hand Model  A rigid body (grey)  A soft body (green)

Graduate Programs in Computer Science Results and Discussion Unconstrained interaction with a horse model. The fingerpads adapt to the geometries’ shape, enabling stable and robust interaction.

Graduate Programs in Computer Science Results and Discussion Two handed interaction with non-constrained objects. Collision response between torus and stick is enabled through physics simulation.

Graduate Programs in Computer Science Results and Discussion Interaction within an immersive display system. A user interacts with a constrained steering wheel using both hands, thus reproducing a real-world interaction.

Graduate Programs in Computer Science Conclusions A new hand model is based on soft bodies coupled to a rigid body hand skeleton  Precise and robust finger-based grasping, manipulation and releasing  Dynamic adaptation of the stiffness values  The implicit friction model The pressure-based increasing and decreasing of the contact area of the simulated finger phalanxes

Graduate Programs in Computer Science Future Work A soft body for palm Using different deformation algorithm depending on the situation A skinned hand representation

Graduate Programs in Computer Science References [1] C. W. Borst and A. P. Indugula. Realistic virtual grasping. In Virtual Reality Conference (VR), 2005 IEEE, pages 91–98, 320, [2] C. Duriez, H. Courtecuisse, J. P. de la Plata Alcalde, and P.-J. Bensoussan. Contact skinning. In Eurographics 2008 (short paper), pages 313–320, New York, NY, USA, [3] A. R. Rivers and D. L. James. FastLSM: Fast lattice shape matchingfor robust real-time deformation. ACM Transactions on Graphics (Proc. SIGGRAPH 2007), 26(3):82, July 2007.

Graduate Programs in Computer Science Thank you! Questions?