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Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2012) Posters and Demos M. Lau (Posters Editor) Sleight of Hand: Perception of Finger Motion from Reduced Marker Sets Ludovic Hoyet, Kenneth Ryall, Rachel McDonnell and Carol O’Sullivan Graphics, Vision and Visualisation Group, Trinity College Dublin Abstract As it is not always possible to simultaneously capture finger and full-body motions, hand motions are often either omitted, manually created by animators, or captured during separate sessions and spliced with full body anima- tion. In this poster, we investigate the perceived fidelity of hand animations where all the degrees of freedom are computed from reduced marker sets. In a set of perceptual experiments, we found that finger motions reconstructed with inverse kinematics from a reduced marker set of eight markers per hand are perceived to be very similar to the corresponding motions reconstructed using a full set of twenty markers. We demonstrate how this reduced set enables us to simultaneously capture the finger and full-body motions of two actors performing a range of relatively unconstrained actions. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three Dimensional Graph- ics and Realism—Animation; 1. Introduction Because of the complexity of the hand’s anatomy and the consequential difficulties in capturing all its subtle move- ments, finger motions are often either omitted, manually created by animators, or captured during separate sessions and later spliced with full body animation [MZF06]. When recorded separately, it requires skilled animators to ensure that the synchrony between the full body and the hand move- ments is maintained, since it has been proven that humans rely heavily on synchrony to communicate [McN05]. In this poster, we reprise our paper presenting a set of perceptual experiments investigating the perceived fidelity of hand motions [HRMO12]. We examine a variety of dif- ferent action types, ranging from pointing and grasping to conversational gestures. Our aim is to find the optimal trade- off between perceived fidelity and the number of markers needed to capture finger motion. We found that finger mo- tions reconstructed with inverse kinematics [RG91] from a reduced marker set of eight markers per hand (Figure 3.e) are perceived to be very similar to the corresponding mo- tions reconstructed using a full set of twenty markers. We also demonstrated that we can use this marker configuration to simultaneously capture the full-body and finger motion Figure 1: Using inverse kinematics with 8 markers per hand allows simultaneous capture of full-body and hand motion while retaining most of the fingers’ perceived information. of two actors performing a range of relatively unconstrained actions across our full capture space (Figure 1). 2. Experiments We recorded a large range of high quality finger movements (20 6mm markers per hand) with simultaneous full-body mo- tion (51 14mm markers), with different properties of fin- ger coordination and velocity (Figure 2). We then generated new finger animations using different subsets of the cap- tured finger markers, with inverse kinematics to approximate the missing motions. Participants in our studies were asked c The Eurographics Association 2012.

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Page 1: Sleight of Hand: Perception of Finger Motion from Reduced ...people.rennes.inria.fr/...Abstract_SleightOfHand.pdf · Sleight of Hand: Perception of Finger Motion from Reduced Marker

Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2012) Posters and DemosM. Lau (Posters Editor)

Sleight of Hand: Perception of Finger Motion from ReducedMarker Sets

Ludovic Hoyet, Kenneth Ryall, Rachel McDonnell and Carol O’Sullivan

Graphics, Vision and Visualisation Group, Trinity College Dublin

Abstract

As it is not always possible to simultaneously capture finger and full-body motions, hand motions are often eitheromitted, manually created by animators, or captured during separate sessions and spliced with full body anima-tion. In this poster, we investigate the perceived fidelity of hand animations where all the degrees of freedom arecomputed from reduced marker sets. In a set of perceptual experiments, we found that finger motions reconstructedwith inverse kinematics from a reduced marker set of eight markers per hand are perceived to be very similar tothe corresponding motions reconstructed using a full set of twenty markers. We demonstrate how this reducedset enables us to simultaneously capture the finger and full-body motions of two actors performing a range ofrelatively unconstrained actions.

Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three Dimensional Graph-ics and Realism—Animation;

1. Introduction

Because of the complexity of the hand’s anatomy and theconsequential difficulties in capturing all its subtle move-ments, finger motions are often either omitted, manuallycreated by animators, or captured during separate sessionsand later spliced with full body animation [MZF06]. Whenrecorded separately, it requires skilled animators to ensurethat the synchrony between the full body and the hand move-ments is maintained, since it has been proven that humansrely heavily on synchrony to communicate [McN05].

In this poster, we reprise our paper presenting a set ofperceptual experiments investigating the perceived fidelityof hand motions [HRMO12]. We examine a variety of dif-ferent action types, ranging from pointing and grasping toconversational gestures. Our aim is to find the optimal trade-off between perceived fidelity and the number of markersneeded to capture finger motion. We found that finger mo-tions reconstructed with inverse kinematics [RG91] from areduced marker set of eight markers per hand (Figure 3.e)are perceived to be very similar to the corresponding mo-tions reconstructed using a full set of twenty markers. Wealso demonstrated that we can use this marker configurationto simultaneously capture the full-body and finger motion

Figure 1: Using inverse kinematics with 8 markers per handallows simultaneous capture of full-body and hand motionwhile retaining most of the fingers’ perceived information.

of two actors performing a range of relatively unconstrainedactions across our full capture space (Figure 1).

2. Experiments

We recorded a large range of high quality finger movements(20 6mm markers per hand) with simultaneous full-body mo-tion (51 14mm markers), with different properties of fin-ger coordination and velocity (Figure 2). We then generatednew finger animations using different subsets of the cap-tured finger markers, with inverse kinematics to approximatethe missing motions. Participants in our studies were asked

c© The Eurographics Association 2012.

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L. Hoyet, K. Ryall, R. McDonnell & C. O’Sullivan / Sleight of Hand

Bottle opening Ball Counting Directions Talking Signing Flute Grasping Typing

Figure 2: Scenarios captured for the experiments presented in this poster.

to compare these animations to a Gold Standard (generatedwith the full marker set).

Experiment 1. To evaluate the perceived fidelity of fingeranimations constructed from a variety of marker sets, wegenerated animations using the marker sets of Figure 3, toprow. Forward Kinematics (FK) was used to recompute themotion of the fingers and thumb from 4 markers, while in-verse kinematics (IK) was used whenever only 2 markerswere driving a finger/thumb. The animation of non-capturedfingers was reconstructed using linear interpolation.

Experiment 2. From the first experiment we found that 12markers per hands produced natural animations (Figure 3.b),but this configuration is still difficult to capture in practicein a large space where too many large markers would beneeded. Therefore, we designed additional marker sets (Fig-ure 3, bottom row) simplifying the capture of the metacarpalbones. We were also interested in evaluating the effect ofcomputing the thumb configuration using IK (2 markers) vs.FK (4 markers). This experiment was performed on the sub-set of the motions from Figure 2 for which the perceptualdifference between capturing four (Figure 3.b) or two (Fig-ure 3.c) fingers was the highest.

(a) GS (b) 8F-4T (c) 4F-2T

(d) 6F-4T (e) 6F-2T (f) 4F-4T

Figure 3: Sets of markers used in these experiments (Top:first experiment; Bottom: second experiment). xF-yT standsfor x markers for the animation of the four Fingers and ymarkers for the Thumb.

3. Results

The results showed that people are not highly sensitive to allthe subtle details of finger animation. We found that using

IK to compute the motion of the four fingers was consideredto be perceptually similar to the FK animations, even whenremoving the two markers at the base of the medium andring fingers. Also, capturing only the index and pinky fin-gers leads to perceptually correct animations when the dis-played motions do not exhibit independence of motion be-tween fingers. We also found that the simplification of thethumb model (IK vs. FK) did not significantly change theperception of the finger motions.

Therefore, the following guidelines for finger motion cap-ture can be drawn from our results:

• For the majority of cases, a simple 8 marker hand model(6 for the fingers, 2 for the thumb) should produce suffi-ciently high quality motions. This solution is particularlyuseful when simultaneously capturing full-body and fin-ger movements in large capture areas, due to the fact thatit allows the use of a smaller number of large markers.

• For motions where finger curvature is very important, IKmay flatten the fingers too much. In this case, we recom-mend using FK with a full set of markers in a small cap-ture area.

• When independence between fingers is not important andprocessing time is limited, capturing only the thumb, in-dex and pinky fingers (2 markers each) should producereasonable results.

Acknowledgments

This work was previously published in the Proceedings ofthe ACM SIGGRAPH Symposium on Interactive 3D Graph-ics and Games 2012 [HRMO12]. It was sponsored by Sci-ence Foundation Ireland as part of the Captavatar, Natural-Movers and Metropolis projects.

References[HRMO12] HOYET L., RYALL K., MCDONNELL R.,

O’SULLIVAN C.: Sleight of hand: perception of fingermotion from reduced marker sets. In Proceedings of the ACMSIGGRAPH Symposium on Interactive 3D Graphics and Games(New York, NY, USA, 2012), I3D ’12, ACM, pp. 79–86. 1, 2

[McN05] MCNEILL D.: Gesture and Thought. University ofChicago Press, 2005. 1

[MZF06] MAJKOWSKA A., ZORDAN V. B., FALOUTSOS P.: Au-tomatic splicing for hand and body animations. In Proc. of SCA2006 (2006), pp. 309–316. 1

[RG91] RIJPKEMA H., GIRARD M.: Computer animation ofknowledge-based human grasping. In Proc. of the 18th annualconference on Computer graphics and interactive techniques(1991), pp. 339–348. 1

c© The Eurographics Association 2012.