Abstract
We demonstrate how to acquire complete human hand bone anatomy (meshes) in multiple poses using magnetic resonance imaging (MRI). Such acquisition was previously difficult because MRI scans must be long for high-precision results (over 10 minutes) and because humans cannot hold the hand perfectly still in non-trivial and badly supported poses. We invent a manufacturing process whereby we use lifecasting materials commonly employed in film special effects industry to generate hand molds, personalized to the subject, and to each pose. These molds are both ergonomic and encasing, and they stabilize the hand during scanning. We also demonstrate how to efficiently segment the MRI scans into individual bone meshes in all poses, and how to correspond each bone's mesh to same mesh connectivity across all poses. Next, we interpolate and extrapolate the MRI-acquired bone meshes to the entire range of motion of the hand, producing an accurate data-driven animation-ready rig for bone meshes. We also demonstrate how to acquire not just bone geometry (using MRI) in each pose, but also a matching highly accurate surface geometry (using optical scanners) in each pose, modeling skin pores and wrinkles. We also give a soft tissue Finite Element Method simulation "rig", consisting of novel tet meshing for stability at the joints, spatially varying geometric and material detail, and quality constraints to the acquired skeleton kinematic rig. Given an animation sequence of hand joint angles, our FEM soft tissue rig produces quality hand surface shapes in arbitrary poses in the hand range of motion. Our results qualitatively reproduce important features seen in the photographs of the subject's hand, such as similar overall organic shape and fold formation.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.