3D Hand Sensation Mapping for Accurate Haptic Rendering

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Solution Overview

Problem

Current haptic rendering tools are limited to 2D planes, constraining the design of 3D sensations, leading to inaccuracies and limitations in rendering across fingers or beyond the palm, and lack support for complex patterns on body parts like knuckles or the back of the hand.

Innovation Solution

Implement a bijective mapping between 2D and 3D hand spaces, using multi-space and direct skinning approaches, and direct 3D to 3D mesh mapping to dynamically relocate haptic sensations on a 3D hand model, allowing for smooth blending and accurate rendering across the entire hand.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a 2D template is used for haptic sensation rendering, then the design complexity is reduced and ease of operation is improved, but the rendering accuracy and applicability to 3D hand poses deteriorate

Engineering Contradiction:
Improveease of haptic sensation designVSAvoidhaptic sensation rendering accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent transitions from 2D template-based haptic sensation design to 3D mesh-based design. The 3D hand mesh model allows sensations to be defined in three-dimensional space, enabling accurate rendering on complex hand poses including knuckles, finger joints, and the back of the hand. This dimensional expansion resolves the contradiction by maintaining ease of visual design while achieving 3D rendering accuracy.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent changes the coordinate system and spatial parameters from 2D plane coordinates to 3D mesh surface coordinates. By parameterizing the hand surface as a deformable 3D mesh that adapts to different hand poses, the system maintains design simplicity while achieving pose-independent rendering accuracy across the entire hand surface.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If a single-plane rendering approach is used, then the device complexity is reduced, but the adaptability to different hand poses and body parts deteriorates

Engineering Contradiction:
Improvecomplexity of haptic rendering systemVSAvoidapplicability to different hand poses and body parts
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent implements a universal 3D mesh-based rendering framework that can handle multiple body parts (hand, fingers, knuckles, forearm, face) and multiple hand poses (open hand, fist, intermediate poses) through a single unified approach. The deformable mesh model adapts to different configurations, making the system versatile without requiring separate rendering pipelines for each pose or body part.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent employs a dynamic 3D mesh model that deforms according to hand pose changes. The mesh vertices and surface geometry are updated in real-time based on the detected hand configuration, allowing the haptic sensation rendering to automatically adapt to different poses and body parts without increasing system complexity.

Inventive Principle:
Principle #15Dynamics

3Stability of the object's composition

If fixation points are used to anchor sensations, then the rendering stability is improved for local areas, but the ability to render sensations across fingers and palm deteriorates

Engineering Contradiction:
Improvestability of sensation anchoringVSAvoidability to render across fingers and palm
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent segments the hand into multiple independent 3D mesh regions (palm, fingers, knuckles, back of hand) that can be independently addressed and rendered. This segmentation allows sensations to be stably anchored on specific regions while simultaneously enabling cross-region rendering by defining sensation paths that traverse multiple mesh segments in 3D space.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20260013788A1Hand Sensation Mapping
Publication Date: 2026.01.15 SIM IP HXR LLC
  • US20260013788A1 patent drawing
  • US20260013788A1 patent drawing
  • US20260013788A1 patent drawing

AI summary

An improved low-fidelity single-plane-based haptic rendering that affect the sensation designed by a sensation editor (sketch-based UI) tool is described by generating a dynamic mapping to redirect the haptic rendering over a 3D hand model in real-time. The four solutions comprise (1) the generation of a bijective mapping between the template (2D) and hand spaces (3D), (2) a direct skinning approach for sensation relocation in 3D, (3) a direct 3D to 3D mesh mapping, and (4) a smooth-blend skinning directly to the sensation points. This allows a playful action which continuously provides feedback to the user as they progress along their actions-in this case the object becoming “squished” as they select it, and “unsquished” as they summon it.