Abstract. Wrinkles are important visual features on the skin of an animated character. However, realistic animation of wrinkles is not easy, especially for the hand, as it gathers many types of different wrinkles. In this paper, we present a computationally efficient method for the generation of hand wrinkles, both for the palm and the fingers. This method is developed by exploiting the inherent properties relating to wrinkles, which are volume preservation of the underlying flesh and incompressibility of the skin. Although this method is for the hand model, it is also applicable to other parts of the body where the skin is deformed by underlying skeleton joints.
X. S. Yang, Jian J. Zhang