Hand Simulation Energy Minimization for Virtual Interaction

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Solution Overview

Problem

Current hand simulation models in real-time applications face challenges in achieving realistic and stable interaction with virtual objects while maintaining minimal computational cost, as they often compromise between realism and efficiency, especially when simulating deformable skin and frictional constraints.

Innovation Solution

A computer-implemented method that integrates an articulated skeleton with nonlinear soft tissue and frictional contact, using a single energy minimization framework to simulate mechanical energy exchanges between the hand's elements, ensuring robust and smooth interaction with minimal computational cost.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If detailed hand simulations with deformable skin are used, then realism is improved, but computational cost increases

Engineering Contradiction:
ImproverealismVSAvoidcomputational cost
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The hand simulation is segmented into two distinct components: a rigid skeleton model for structural support and motion tracking, and a deformable skin model for realistic surface deformation. This segmentation allows each component to be optimized independently - the skeleton uses rigid body dynamics for computational efficiency while the skin uses finite element analysis for realism, resolving the contradiction between computational cost and realism

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent merges the rigid skeleton model and deformable skin model into a unified two-way coupled simulation system. The skeleton and skin interact through force transmission and constraint coupling, allowing the system to achieve both computational efficiency (from the rigid skeleton) and realism (from the deformable skin) simultaneously, rather than choosing one approach over the other

Inventive Principle:
Principle #5Merging (Combining)

2Reliability

If two-way coupling between skeleton and skin is implemented, then interaction realism is improved, but simulation complexity increases

Engineering Contradiction:
Improveinteraction realismVSAvoidsimulation complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediate force transmission mechanism that mediates between the skeleton and skin in the two-way coupling. Forces generated by skin deformation are transmitted to the skeleton through defined coupling points, and skeletal forces are distributed to the skin mesh, creating a manageable interface that reduces simulation complexity while maintaining interaction realism

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The simulation uses parameter-based control to manage complexity, including stiffness parameters for skin-material interaction, coupling strength parameters for skeleton-skin connection, and constraint parameters for joint limitations. These adjustable parameters allow the complex two-way coupling to be tuned and controlled, making the simulation more manageable while preserving realism

Inventive Principle:
Principle #35Parameter changes

3Reliability

If frictional contact constraints are simulated, then contact realism is improved, but computational stability deteriorates

Engineering Contradiction:
Improvecontact realismVSAvoidsimulation stability
Core Design Contradiction:
ReliabilityVSStability of the object's composition

Solution Approach 1:

The patent replaces traditional hard constraint methods for frictional contact with a penalty-based energy minimization approach. Instead of enforcing friction constraints as rigid mechanical rules that cause instability, the system uses energy functions to softly constrain contact behavior, allowing for more stable numerical solutions while maintaining contact realism through the physics-based energy formulation

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11093037B2Computer-implemented method, system and computer program product for simulating the behaviour of a hand that interacts with objects in a virtual environment
Publication Date: 2021.08.17 UNIV REY JUAN CARLOS
  • US11093037B2 patent drawing
  • US11093037B2 patent drawing
  • US11093037B2 patent drawing

AI summary

A computer-implemented method for simulating the behavior of a hand interacting with objects in a virtual environment is provided, having acquiring a skeleton of a tracked hand using a hand-tracking device; computing a simulated hand interacting with objects in a virtual environment; establishing a coupling between the skeleton of a simulated hand and the tracked skeleton using coupling energies (Ucrb); establishing an internal energy of the simulated hand that accounts for joint constraints of the skeleton, skeleton-tissue coupling, and nonlinear soft-tissue deformation; establishing frictional contact between the simulated hand and virtual objects using a penalty energy considering relative interpenetration at contact points and a frictional energy considering the deviation between each contact point and its corresponding sliding anchor point; computing an updated skeleton and tissue of the simulated hand by minimizing the total energy involved.