Dual quaternion based virtual hand interaction modeling

Virtual hands play key roles in three-dimensional interaction in various virtual reality applications. However, their visual realism has seldom been seriously discussed in the community of human computer interaction, not to mention the challenging balance between their visual/motion realism and real-time performance. In this paper, a novel approach for virtual hand interaction modeling based on dual quaternion is proposed. Specifically, dual quaternion blending (DQB) is introduced as pseudo muscular layer of our virtual hand model instead of traditional linear blending (LB) and quaternion blending (QB) due to its advantages in muscular deformation. A framework for virtual hand interaction is proposed which supports both gesture interactions and 3D manipulations. Experimental results show that our proposed virtual hand interaction model is suitable for most virtual reality applications and achieves good visual/motion realism while maintains real-time performance.

[1]  H.H. Chen,et al.  A screw motion approach to uniqueness analysis of head-eye geometry , 1991, Proceedings. 1991 IEEE Computer Society Conference on Computer Vision and Pattern Recognition.

[2]  Qinping Zhao,et al.  A survey on virtual reality , 2009, Science in China Series F: Information Sciences.

[3]  Xiaoxia Han,et al.  A Framework for Virtual Hand Haptic Interaction , 2010, Trans. Edutainment.

[4]  Matei T. Ciocarlie,et al.  Soft Finger Model with Adaptive Contact Geometry for Grasping and Manipulation Tasks , 2007, Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (WHC'07).

[5]  Jirí Zára,et al.  Spherical blend skinning: a real-time deformation of articulated models , 2005, I3D '05.

[6]  B. Schneirdeman,et al.  Designing the User Interface: Strategies for Effective Human-Computer Interaction , 1998 .

[7]  Jirí Zára,et al.  Geometric skinning with approximate dual quaternion blending , 2008, TOGS.

[8]  Ying Li,et al.  Data-Driven Grasp Synthesis Using Shape Matching and Task-Based Pruning , 2007, IEEE Transactions on Visualization and Computer Graphics.

[9]  Hans-Peter Seidel,et al.  Construction and animation of anatomically based human hand models , 2003, SCA '03.

[10]  John P. Lewis,et al.  Human hand modeling from surface anatomy , 2006, I3D '06.

[11]  Kunihiro Chihara,et al.  Three-dimensional modeling of the human hand with motion constraints , 1999, Image Vis. Comput..

[12]  Hong Qin,et al.  Simultaneous structure and geometry detail completion based on interactive user sketches , 2011, Science China Information Sciences.

[13]  Lawrence M. Elson,et al.  The Anatomy Coloring Book , 1977 .

[14]  Nadia Magnenat-Thalmann,et al.  Dirichlet free-form deformations and their application to hand simulation , 1997, Proceedings. Computer Animation '97 (Cat. No.97TB100120).

[15]  Bernd Fröhlich,et al.  A soft hand model for physically-based manipulation of virtual objects , 2011, 2011 IEEE Virtual Reality Conference.

[16]  Xiaoxia Han,et al.  A 4-layer flexible virtual hand model for haptic interaction , 2009, 2009 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurements Systems.

[17]  Malcolm A. Sabin,et al.  Non-uniform recursive subdivision surfaces , 1998, SIGGRAPH.

[18]  Bert Jüttler,et al.  Visualization of moving objects using dual quaternion curves , 1994, Comput. Graph..

[19]  Xiaopeng Zhang,et al.  Transactions on Edutainment IV , 2010, Trans. Edutainment.

[20]  Ettore Pennestrì,et al.  Dual Quaternions as a Tool for Rigid Body Motion Analysis: A Tutorial with an Application to Biomechanics , 2010 .

[21]  Jirí Zára,et al.  Skinning with dual quaternions , 2007, SI3D.

[22]  K. Zindler Geometrie der Dynamen , 1903 .