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Tsz-Ho Yu

dblp:97/6049 · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 78% Computer animation and physical simulation · 22%
Artificial intelligence
4 papers
Face, body and person analysis · 56% 3D vision · 29% Video understanding and tracking · 10%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 14 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
hand tracking
1.022022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.722022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Real-Time Articulated Hand Pose Estimation Using Semi-supervised Transductive Regression Forests · ICCV 2013
Virtual and augmented reality › immersive interaction
VR interaction
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Computer animation and physical simulation
character animation
0.412020
MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020
Interaction techniques and input
gesture input
0.212022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Computer vision › 3D vision
3d human pose estimation
0.212013
Unconstrained Monocular 3D Human Pose Estimation by Action Detection and Cross-Modality Regression Forest · CVPR 2013
Computer vision › 3D vision › 3d shape analysis
3d keypoint detection
0.212013
A Performance Evaluation of Volumetric 3D Interest Point Detectors · Int. J. Comput. Vis. 2013
Computer vision › Video understanding and tracking
action detection
0.212013
Unconstrained Monocular 3D Human Pose Estimation by Action Detection and Cross-Modality Regression Forest · CVPR 2013
Computer vision › Face, body and person analysis
human pose estimation
0.212013
Unconstrained Monocular 3D Human Pose Estimation by Action Detection and Cross-Modality Regression Forest · CVPR 2013
Computer vision › 3D vision
pose estimation
0.212013
Real-Time Articulated Hand Pose Estimation Using Semi-supervised Transductive Regression Forests · ICCV 2013
Computer vision › Face, body and person analysis › human body analysis
body part detection
0.012013
Unconstrained Monocular 3D Human Pose Estimation by Action Detection and Cross-Modality Regression Forest · CVPR 2013
Machine learning › Transfer learning and domain adaptation
domain adaptation
0.012013
Real-Time Articulated Hand Pose Estimation Using Semi-supervised Transductive Regression Forests · ICCV 2013
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.012013
Real-Time Articulated Hand Pose Estimation Using Semi-supervised Transductive Regression Forests · ICCV 2013
Performance modeling and evaluation
benchmarking
0.012013
A Performance Evaluation of Volumetric 3D Interest Point Detectors · Int. J. Comput. Vis. 2013

Methods — techniques the papers use, named apart from their topics

neural network · 2.2end-to-end differentiable framework · 1.7keypoint estimation · 0.4detection-by-tracking · 0.4regression forest · 0.3performance evaluation · 0.3transductive learning · 0.2pseudo-kinematic refinement · 0.2deformable part model · 0.2
YearPublicationVenuePosition
2022 UmeTrack: Unified multi-view end-to-end hand tracking for VR
abstract
Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.
Shangchen Han, Po-Chen Wu, Linguang Zhang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang 0002
SIGGRAPH Asia14
2020 MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality
abstract
We present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence.
Shangchen Han, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang 0002
ACM Trans. Graph.7
2013 Unconstrained Monocular 3D Human Pose Estimation by Action Detection and Cross-Modality Regression Forest
abstract
This work addresses the challenging problem of unconstrained 3D human pose estimation (HPE) from a novel perspective. Existing approaches struggle to operate in realistic applications, mainly due to their scene-dependent priors, such as background segmentation and multi-camera network, which restrict their use in unconstrained environments. We therfore present a framework which applies action detection and 2D pose estimation techniques to infer 3D poses in an unconstrained video. Action detection offers spatiotemporal priors to 3D human pose estimation by both recognising and localising actions in space-time. Instead of holistic features, e.g. silhouettes, we leverage the flexibility of deformable part model to detect 2D body parts as a feature to estimate 3D poses. A new unconstrained pose dataset has been collected to justify the feasibility of our method, which demonstrated promising results, significantly outperforming the relevant state-of-the-arts.
Tsz-Ho Yu, Tae-Kyun Kim 0001, Roberto Cipolla
CVPR1
2013 Real-Time Articulated Hand Pose Estimation Using Semi-supervised Transductive Regression Forests
abstract
This paper presents the first semi-supervised transductive algorithm for real-time articulated hand pose estimation. Noisy data and occlusions are the major challenges of articulated hand pose estimation. In addition, the discrepancies among realistic and synthetic pose data undermine the performances of existing approaches that use synthetic data extensively in training. We therefore propose the Semi-supervised Transductive Regression (STR) forest which learns the relationship between a small, sparsely labelled realistic dataset and a large synthetic dataset. We also design a novel data-driven, pseudo-kinematic technique to refine noisy or occluded joints. Our contributions include: (i) capturing the benefits of both realistic and synthetic data via transductive learning, (ii) showing accuracies can be improved by considering unlabelled data, and (iii) introducing a pseudo-kinematic technique to refine articulations efficiently. Experimental results show not only the promising performance of our method with respect to noise and occlusions, but also its superiority over state-of-the-arts in accuracy, robustness and speed.
Danhang Tang, Tsz-Ho Yu, Tae-Kyun Kim 0001
ICCV2
2013 A Performance Evaluation of Volumetric 3D Interest Point Detectors
Tsz-Ho Yu, Oliver J. Woodford, Roberto Cipolla
Int. J. Comput. Vis.1
2010 Real-time Action Recognition by Spatiotemporal Semantic and Structural Forests
abstract
This paper presents a novel real-time action recogniser by utilising both local appearance and structural information. Our method is able to recognise actions continuously in real-time while achieving comparably high accuracy over state-of-the-arts. Run-time speed is of vital importance in real-world action recognition systems, but existing methods seldom take computational complexity into full consideration. A class label is assigned after an entire query video is analysed, or a large lookahead is required to recognise an action. In addition, the “bag of words”(BOW) has proven effective for action recognition [5]. However, the standard BOW model ignores the spatiotemporal relationships among feature descriptors, which are useful for describing actions. Addressing these challenges, we present a novel approach for action recognition. The major contributions include the followings: Efficient Spatiotemporal Codebook Learning: We extend the use of semantic texton forests [6] (STFs) from 2D image segmentation to spatiotemporal analysis. As well as being much faster than a traditional flat codebook such as k-means clustering, STFs achieve high accuracy comparable to that of existing approaches. STFs are ensembles of random decision trees that textonise input video patches into semantic textons. Since only a small number of simple features are used to traverse the trees, STFs are extremely fast to evaluate. They also serve a powerful discriminative codebook by multiple decision trees. Figure 1 illustrates how visual codewords are generated using STFs in the proposed method. Combined Structural and Appearance Information: We propose a richer description of features, hence actions can be classified in very short video sequences. Based on [3], we introduce the pyramidal spatiotemporal relationship match (PSRM) to encapsulate both local appearance and structural information efficiently. Subsequences are sampled from an input video in short intervals (e.g. ≤ 10 frames). After spatiotemporal interest points are localised, the trained STFs assign visual codewords to the features. A set of pairwise spatiotemporal associations are designed to capture the structural relationships among features (i.e. pairwise distances along space-time axes). All possible pairs in the bag of features are analysed by the association rules and stored in the 3-D histogram. PSRM leverages the properties of semantic trees and pyramidal match kernels. Multiple pyramidal histograms are then combined to classify a query video. Figure 2 illustrates how the relationship histograms are constructed and matched using PSRM. For each tree in STFs, the threedimensional histogram is constructed according to their spatiotemporal structures (see figure 2 (left)). Its hierarchical structure offers a time efficient way to perform the pyramid match kernel [1] for codeword matching (figure 2 (right)). Enhanced Efficiency and Combined Classification: Several techniques are employed to improve the recognition speed and accuracy. A novel spatiotemporal interest point detector, called V-FAST, is designed based on the FAST 2D corners [2]. The recognition accuracy is enhanced by adaptively combining PSRM and the bag of semantic texton (BOST) method [6]: the k-means forest classifier is learned using PSRM as a matching kernel. The task of action recognition is performed separately Spatiotemporal Relationship Match of visual codewords from Semantic Texton Forest Pyramid Match Kernel is utilised to match the histograms Feature Extraction Feature Matching
Tsz-Ho Yu, Tae-Kyun Kim 0001, Roberto Cipolla
BMVC1