VirtualGrasp Aims to Finally Deliver Realistic Hand Interactions in VR

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Swedish robotics specialists are working on a system to allow game developers to deliver realistic, realtime and dynamic interaction animations, so that your VR hands can finally grasp in-game objects convincingly.

By the end of this year, every major virtual reality platform will have its own motion control solution, from the Vive’s SteamVR devices to Oculus’ Touch, but whilst these controller give developers the ability to deliver near 1:1 mapped input in VR, the virtual results of those actions, particularly with our hands, can look, well, pretty ‘shonky’. Objects we pick up often just stick incongruously to the in-game controller models and, should the developer have included hand models, snap into a predefined multi-purpose positions which is more often than not pretty unconvincing.

Hand presence isn’t just about accuracy of their position in space then, but also about representing the myriad subtleties our endlessly adaptable digits are capable of. For example, observe yourself picking up a tumbler glass, your fingers will wrap the cylinder securely, picking a wine glass though and you may clasp more daintily by the stem. Not only that, if your grip will change depending where on that object you choose to hold it. The sorts of subtleties we take for granted in every day life are generally deemed expendable in games and ‘brute forcing’ a real solution – say a canned animation for every world object – is clearly out of the question.

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Now, Swedish company Gleechi claim to be well on their way to resolving these issues. The company claims that the animation systems they’re building are based on 8 years of robotic research conducted by the dedicated research group at KTH, Sweden’s leading technical university.

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Gleechi’s says that its VirtualGrasp product resolves the need for labour intensive manual animations for the hands by using a “predictive and adaptive algorithm” which analyses the ‘physical’ properties of a virtual object, deciphering the most appropriate and realistic grip formation for the in-game hand model and snapping to that position. The software is still in an early state, but as you can see in the video embedded at the top of the page, it really does seem to work and seeing it in action you realise just how poor most in-game interactions look.

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Clearly VirtualGrasp is a technology with general purpose benefits for many games, but in VR that extra piece of the realism puzzle, one that further ties your physical self to your virtual self, may have more significant implication for immersion and presence.

If you’d like to know more about VirtualGrasp, head over to the company’s website here.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • VRgameDevGirl

    I want to know when this will be available, and how much it will cost. There website has no info on that. Hmmmmmm

    • Yobi

      Meh… done this like months ago, I’d like to know what are the constraints. Looks really based on the shape and snaps on the objects instead of interactig with them

    • Agree. I’d like to know the details of the license, too. I’ve seen this (or a similar project) some months ago, and there was only a useless landing page

    • Jakob

      Hey, I’m Jakob and I work with Gleechi. We’ve only done bigger implementations so far, but we work on our spare time to get a Unity and Unreal plug-in up :)
      If you’re interested in testing it out send me a mail on jakob.johansson@gleechi.com and I’d be happy to keep you posted! We love to help the community (especially indies)

      @Yobi would be interesting to have a chat if you done something like this – we haven’t seen much similar around yet

      • VRgameDevGirl

        Hello Jakob! I actually sent you an email right after I looked at the website. I’m virtualmiragestudios.com

    • Martin Bammes

      Yeah, I second Yobi, this is not that hard. If you want us to do it for you:
      ddxlabs.com

      • Bjorn Gre

        We have have been struggling with canned animations for fingers grasping different objects. This is definitely not easy to solve if you want to grasp many different objects without manually animating them. This looks great, but my concern is rather if it really works as well as it looks in the video?

  • Takehisa

    we had this problem to get around for long so this is really interesting to me… Not very informative website. When is out?

  • Andrew Jakobs

    But it still needs a controller (like manus or leapmotion) to actually track you hands, otherwise it’s just useless IMHO.. having great hand/finger animation but using a vive controller or a touch controller seems pointless to me..

  • JustNiz

    The real bottleneck with any of these amazing new input styles is getting the developers of games/apps to bother to include support for them, which they won’t do because not many people are already using it, (because there isn’t anything with support for it). Its a real chicken and egg situation.

  • OgreTactics

    Semantic Library Hand Interaction should have been done fucking 3 years ago. NOBODY asked for 1:1 accurate hand-tracking interaction but hand-tracking should have been integrated in the CV1 and Vive from the get-go with this kind of solution.

  • VR-MazeM

    This is really something VR is missing. Looks amazing