Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Mickeal Verschoor

dblp:121/8645 · DBLP profile ↗
← Back
6ranked-venue papers
4as first author
1since 2021 · last 2021
0000-0002-6648-551XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author

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
3 papers
Computer animation and physical simulation · 86% Virtual and augmented reality · 14%
Human-computer interaction and pervasive computing
3 papers
Haptics and multimodal interaction · 51% Immersive interaction · 38% Interaction techniques and input · 11%
Artificial intelligence
1 paper
3D vision · 70% Face, body and person analysis · 30%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
3d object manipulation
0.512021
Fine Virtual Manipulation with Hands of Different Sizes · ISMAR 2021
Haptics and multimodal interaction › haptic rendering
tactile rendering
0.412020
Tactile rendering based on skin stress optimization · ACM Trans. Graph. 2020
Computer vision › 3D vision
3d shape reconstruction
0.412019
Real-time pose and shape reconstruction of two interacting hands with a single depth camera · ACM Trans. Graph. 2019
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.412019
Real-time pose and shape reconstruction of two interacting hands with a single depth camera · ACM Trans. Graph. 2019
Computer vision › 3D vision › 3d human reconstruction
hand shape reconstruction
0.412019
Real-time pose and shape reconstruction of two interacting hands with a single depth camera · ACM Trans. Graph. 2019
Computer animation and physical simulation › collision handling
collision response
0.412019
Efficient and Accurate Collision Response for Elastically Deformable Models · ACM Trans. Graph. 2019
Computer animation and physical simulation
deformable body simulation
0.412019
Efficient and Accurate Collision Response for Elastically Deformable Models · ACM Trans. Graph. 2019
Virtual and augmented reality
immersive interaction
0.312018
Soft Hand Simulation for Smooth and Robust Natural Interaction · VR 2018
Computer animation and physical simulation › deformable body simulation
soft body simulation
0.312018
Soft Hand Simulation for Smooth and Robust Natural Interaction · VR 2018
Interaction techniques and input › input sensing › tracking
hand tracking
0.112021
Fine Virtual Manipulation with Hands of Different Sizes · ISMAR 2021
Computer vision › 3D vision › range sensing
depth sensing
0.112019
Real-time pose and shape reconstruction of two interacting hands with a single depth camera · ACM Trans. Graph. 2019
Computer animation and physical simulation › contact modeling
friction modeling
0.112019
Efficient and Accurate Collision Response for Elastically Deformable Models · ACM Trans. Graph. 2019

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

energy minimization · 1.0user study · 1.0optimization-based pose retargeting · 1.0neural-network approximation · 0.4inverse optimization · 0.4preconditioning · 0.4gauss-newton optimization · 0.4deep neural network · 0.4conjugate residual solver · 0.4
YearPublicationVenuePosition
2021 Fine Virtual Manipulation with Hands of Different Sizes
abstract
Natural interaction with virtual objects relies on two major technology components: hand tracking and hand-object physics simulation. There are functional solutions for these two components, but their hand representations may differ in size and skeletal morphology, hence making the connection non-trivial. In this paper, we introduce a pose retargeting strategy to connect the tracked and simulated hand representations, and we have formulated and solved this hand retargeting as an optimization problem. We have also carried out a user study that demonstrates the effectiveness of our approach to enable fine manipulations that are slow and awkward with naïve approaches.
Suzanne Sorli, Dan Casas, Mickeal Verschoor, Ana Tajadura-Jiménez, Miguel A. Otaduy
ISMAR3
2020 Tactile rendering based on skin stress optimization
abstract
We present a method to render virtual touch, such that the stimulus produced by a tactile device on a user's skin matches the stimulus computed in a virtual environment simulation. To achieve this, we solve the inverse mapping from skin stimulus to device configuration thanks to a novel optimization algorithm. Within this algorithm, we use a device-skin simulation model to estimate rendered stimuli, we account for trajectory-dependent effects efficiently by decoupling the computation of the friction state from the optimization of device configuration, and we accelerate computations using a neural-network approximation of the device-skin model. Altogether, we enable real-time tactile rendering of rich interactions including smooth rolling, but also contact with edges, or frictional stick-slip motion. We validate our algorithm both qualitatively through user experiments, and quantitatively on a BioTac biomimetic finger sensor.
Mickeal Verschoor, Dan Casas, Miguel A. Otaduy
ACM Trans. Graph.1
2019 Real-time pose and shape reconstruction of two interacting hands with a single depth camera
abstract
We present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a single consumer-level depth camera, runs in real time, handles inter- and intra-hand collisions, and automatically adjusts to the user's hand shape. In order to achieve this, we embed a recent parametric hand pose and shape model and a dense correspondence predictor based on a deep neural network into a suitable energy minimization framework. For training the correspondence prediction network, we synthesize a two-hand dataset based on physical simulations that includes both hand pose and shape annotations while at the same time avoiding inter-hand penetrations. To achieve real-time rates, we phrase the model fitting in terms of a nonlinear least-squares problem so that the energy can be optimized based on a highly efficient GPU-based Gauss-Newton optimizer. We show state-of-the-art results in scenes that exceed the complexity level demonstrated by previous work, including tight two-hand grasps, significant inter-hand occlusions, and gesture interaction. 1
Franziska Mueller 0001, Micah Davis, Florian Bernard 0001, Oleksandr Sotnychenko, Mickeal Verschoor, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.5
2019 Efficient and Accurate Collision Response for Elastically Deformable Models
abstract
Simulating (elastically) deformable models that can collide with each other and with the environment remains a challenging task. The resulting contact problems can be elegantly approached using Lagrange multipliers to represent the unknown magnitude of the response forces. Typical methods construct and solve a Linear Complementarity Problem (LCP) to obtain the response forces. This requires the inverse of the generalized mass matrix, which is generally hard to obtain for deformable-body problems. In this article, we tackle such contact problems by directly solving the Mixed Linear Complementarity Problem (MLCP) and omitting the construction of an LCP matrix. Since a convex quadratic program with linear constraints is equivalent to an MLCP, we propose to use a Conjugate Residual (CR) solver as the backbone of our collision response system. By dynamically updating the set of active constraints, the MLCP with inequality constraints can be solved efficiently. We also propose a simple yet efficient preconditioner that ensures faster convergence. Finally, our approach is faster than existing methods (at the same accuracy), and it allows accurate treatment of friction.
Mickeal Verschoor, Andrei C. Jalba
ACM Trans. Graph.1
2018 Soft Hand Simulation for Smooth and Robust Natural Interaction
abstract
Natural hand-based interaction should feature hand motion that adapts smoothly to the tracked user's motion, reacts robustly to contact with objects in a virtual environment, and enables dexterous manipulation of these objects. In our work, we enable all these properties thanks to an efficient soft hand simulation model. This model integrates an articulated skeleton, nonlinear soft tissue and frictional contact, to provide the realism necessary for natural interaction. Robust and smooth interaction is made possible by simulating in a single energy minimization framework all the mechanical energy exchanges among elements of the hand: coupling between the hand's skeleton and the user's motion, constraints at skeletal joints, nonlinear soft skin deformation, coupling between the hand's skeleton and the soft skin, frictional contact between the skin and virtual objects, and coupling between a grasped object and other virtual objects. We have put our effort on describing all elements of the hand that provide for realism and natural interaction, while ensuring minimal and bounded computational cost, which is key for smooth and robust interaction. As a result, we accomplish hand simulation as an asset that can be connected to diverse input tracking devices, and seamlessly integrated in game engines for fast deployment in VR applications.
Mickeal Verschoor, Daniel Lobo, Miguel A. Otaduy
VR1
2012 Analysis and performance estimation of the Conjugate Gradient method on multiple GPUs
Mickeal Verschoor, Andrei C. Jalba
Parallel Comput.1