Edmond S. L. Ho

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52ranked-venue papers
13as first author
20since 2021 · last 2026
0000-0001-5862-106XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 36 · 10 first-author · 9 since 2021Artificial intelligence and machine learning · 18 · 3 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Systems, architecture and hardware · 2 · 2 first-authorComputer networks · 1 · 1 first-authorSecurity and privacy · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Towards A Scanpath-Conditioned Surprisal Theory: Modeling Reader Information States
abstract
Standard surprisal is typically computed from the linear text prefix, but human reading is nonlinear and memory-constrained: readers skip words, regress, and do not retain prior context perfectly.We propose a formulation of surprisal conditioned on a reader-specific accessible information state given by the scanpath history and memory dynamics, rather than by the written prefix alone.Prior context is treated as only probabilistically accessible at each fixation, allowing predictability to depend on both non-linear exposure and forgetting.We evaluate the approach on eye-tracking corpora using held-out log-likelihood over standard durationbased reading measures.Across model variants, conditioning on accessible information states improves predictive fit over standard surprisal baselines.These results suggest that predictability in human reading is better characterized relative to the reader's evolving accessible information state than to the written prefix alone.
Michael Mooney, Edmond S. L. Ho
ACL (1)2
2026 EmotiV: Exploring Automatic Emotion Sharing through Facial Expression Recognition (FER) for Online Co-Watching
abstract
Online video watching has become prevalent, so are technologies to promote a sense of co-watching across distances. However, most co-watching technologies require active input from users (e.g. through text-based interactions) or rely on special devices. This paper presents EmotiV, a prototype designed to bring the co-watching experience to users without additional effort or devices, by automatically capturing and sharing viewers’ emotions through Facial Expression Recognition (FER). A user study with 20 participants using a comedy movie-watching scenario shows that EmotiV helped bring a sense of togetherness, aliveness and fun, and was appreciated to be more timely and authentic although with less control in comparison to traditional text-based interaction. Meanwhile, it also helped promote self-awareness and reflections, with privacy concerns to be addressed. These findings suggest that FER can serve as a lightweight and non-intrusive mechanism for augmenting remote co-watching, offering design insights for affect-aware computing to support everyday media consumption.
Edmond S. L. Ho, Xianghua Ding
CHI2
2026 Guest Editorial: Special Issue for the British Machine Vision Conference (BMVC), 2024 (Glasgow, Scotland, UK)
Carlos Francisco Moreno-García, Gerardo Aragon-Camarasa, Edmond S. L. Ho, Paul Henderson, Nicolas Pugeault, Jungong Han, Sergio Escalera
Int. J. Comput. Vis.3
2026 CardioMorphNet: Cardiac motion prediction using a shape-guided Bayesian recurrent deep network
abstract
Accurate cardiac motion estimation from cine cardiac magnetic resonance (CMR) images is vital for assessing cardiac function and detecting its abnormalities. Existing methods often struggle to accurately capture heart motion because they rely on intensity-based image registration similarity losses that may overlook cardiac anatomical regions. To address this, we propose CardioMorphNet, a recurrent Bayesian deep learning framework for 3D cardiac shape-guided deformable registration using short-axis (SAX) CMR images. It employs a recurrent variational autoencoder to model spatio-temporal dependencies across the cardiac cycle, along with two posterior models for bi-ventricular segmentation and motion estimation. The derived loss function from the Bayesian formulation guides the framework to focus on anatomical regions by recursively registering segmentation maps without using intensity-based image registration similarity loss, while leveraging sequential SAX volumes and spatio-temporal features. The Bayesian modelling also enables the computation of uncertainty maps for the estimated motion fields. Validated on the UK Biobank and M&M datasets by comparing warped mask shapes with ground-truth masks, CardioMorphNet demonstrates superior performance in cardiac motion estimation, outperforming state-of-the-art methods. Uncertainty assessment shows that it also yields lower uncertainty values for estimated motion fields in the cardiac region compared with other probabilistic-based cardiac registration methods, indicating higher confidence in its predictions. In addition, the clinical indices extraction assessment shows that CardioMorphNet estimates the clinical indices more accurately than other approaches.
Reza Akbari Movahed, Abuzar Rezaee, Arezoo Zakeri, Colin Berry, Edmond S. L. Ho, Ali Gooya
Medical Image Anal.5
2026 UDF-GMA: Uncertainty Disentanglement and Fusion for General Movement Assessment
abstract
General movement assessment (GMA) is a non-invasive tool for the early detection of brain dysfunction through the qualitative assessment of general movements, and the development of automated methods can broaden its application. However, mainstream pose-based automated GMA methods are prone to uncertainty due to limited high-quality data and noisy pose estimation, hindering clinical reliability without reliable uncertainty measures. In this work, we introduce UDF-GMA which explicitly models epistemic uncertainty in model parameters and aleatoric uncertainty from data noise for pose-based automated GMA. UDF-GMA effectively disentangles uncertainties by directly modelling aleatoric uncertainty and estimating epistemic uncertainty through Bayesian approximation. We further propose fusing these uncertainties with the embedded motion representation to enhance class separation. Extensive experiments on the Pmi-GMA benchmark dataset demonstrate the effectiveness and generalisability of the proposed approach in predicting poor repertoire.
Zeqi Luo, Ali Gooya, Edmond S. L. Ho
IEEE J. Biomed. Health Informatics3
2026 Generative Motion In-Betweening by Diffusion Over Continuous Implicit Representations
abstract
Recent advances in generative models have yielded impressive progress on motion in-betweening, allowing for more complex, varied, and realistic motion transitions. However, recent methods still exhibit noticeable limitations in preserving keyframe information and ensuring motion continuity. In this paper, we propose a novel pipeline and sampling optimization strategy for latent diffusion models (LDM) based on motion implicit neural representations (INR). By establishing a mapping between INR and sparse spatial or temporal information within latent diffusion, our model can sample the INR parameters from extremely sparse and ambiguous keyframe data and reconstruct plausible and smooth motions from the manifold. Our experiments demonstrate the superior performance of our model, which significantly improves motion generation quality in scenarios with few keyframes while ensuring both keyframe accuracy and diversity of in-between motions.
Shiyu Fan, Paul Henderson, Edmond S. L. Ho
IEEE Trans. Vis. Comput. Graph.3
2025 Waymo-3DSkelMo: A Multi-Agent 3D Skeletal Motion Dataset for Pedestrian Interaction Modeling in Autonomous Driving
abstract
Large-scale high-quality 3D motion datasets with multi-person interactions are crucial for data-driven models in autonomous driving to achieve fine-grained pedestrian interaction understanding in dynamic urban environments. However, existing datasets mostly rely on estimating 3D poses from monocular RGB video frames, which suffer from occlusion and lack of temporal continuity, thus resulting in unrealistic and low-quality human motion. In this paper, we introduce Waymo-3DSkelMo, the first large-scale dataset providing high-quality, temporally coherent 3D skeletal motions with explicit interaction semantics, derived from the Waymo Perception dataset. Our key insight is to utilize 3D human body shape and motion priors to enhance the quality of the 3D pose sequences extracted from the raw LiDAR point clouds. The dataset covers over 14,000 seconds across more than 800 real driving scenarios, including rich interactions among an average of 27 agents per scene (with up to 250 agents in the largest scene). Furthermore, we establish 3D pose forecasting benchmarks under varying pedestrian densities, and the results demonstrate its value as a foundational resource for future research on fine-grained human behavior understanding in complex urban environments.
Guangxun Zhu, Shiyu Fan, Hang Dai, Edmond S. L. Ho
ACM Multimedia4
2024 A Virtual Reality Framework for Human-Driver Interaction Research: Safe and Cost-Effective Data Collection
abstract
The advancement of automated driving technology has led to new challenges in the interaction between automated vehicles and human road users. However, there is currently no complete theory that explains how human road users interact with vehicles, and studying them in real-world settings is often unsafe and time-consuming. This study proposes a 3D Virtual Reality (VR) framework for studying how pedestrians interact with human-driven vehicles. The framework uses VR technology to collect data in a safe and cost-effective way, and deep learning methods are used to predict pedestrian trajectories. Specifically, graph neural networks have been used to model pedestrian future trajectories and the probability of crossing the road. The results of this study show that the proposed framework can be for collecting high-quality data on pedestrian-vehicle interactions in a safe and efficient manner. The data can then be used to develop new theories of human-vehicle interaction and aid the Autonomous Vehicles research.
Luca Crosato, Chongfeng Wei, Edmond S. L. Ho, Hubert P. H. Shum, Yuzhu Sun
HRI3
2023 Focalized contrastive view-invariant learning for self-supervised skeleton-based action recognition
Qianhui Men, Edmond S. L. Ho, Hubert P. H. Shum, Howard Leung
Neurocomputing2
2022 Pose-Based Tremor Classification for Parkinson's Disease Diagnosis from Video
Haozheng Zhang, Edmond S. L. Ho, Xiatian Zhang 0001, Hubert P. H. Shum
MICCAI (4)2
2022 A Skeleton-aware Graph Convolutional Network for Human-Object Interaction Detection
abstract
Detecting human-object interactions is essential for comprehensive understanding of visual scenes. In particular, spatial connections between humans and objects are important cues for reasoning interactions. To this end, we propose a skeleton-aware graph convolutional network for human-object interaction detection, named SGCN4HOI. Our network exploits the spatial connections between human keypoints and object keypoints to capture their fine-grained structural interactions via graph convolutions. It fuses such geometric features with visual features and spatial configuration features obtained from human-object pairs. Furthermore, to better preserve the object structural information and facilitate human-object interaction detection, we propose a novel skeleton-based object keypoints representation. The performance of SGCN4HOI is evaluated in the public benchmark V-COCO dataset. Experimental results show that the proposed approach outperforms the state-of-the-art pose-based models and achieves competitive performance against other models.
Manli Zhu, Edmond S. L. Ho, Hubert P. H. Shum
SMC2
2022 GAN-based reactive motion synthesis with class-aware discriminators for human-human interaction
Qianhui Men, Hubert P. H. Shum, Edmond S. L. Ho, Howard Leung
Comput. Graph.3
2022 Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embedding
abstract
Abstract Synthesizing multi‐character interactions is a challenging task due to the complex and varied interactions between the characters. In particular, precise spatiotemporal alignment between characters is required in generating close interactions such as dancing and fighting. Existing work in generating multi‐character interactions focuses on generating a single type of reactive motion for a given sequence which results in a lack of variety of the resultant motions. In this paper, we propose a novel way to create realistic human reactive motions which are not presented in the given dataset by mixing and matching different types of close interactions. We propose a Conditional Hierarchical Generative Adversarial Network with Multi‐Hot Class Embedding to generate the Mix and Match reactive motions of the follower from a given motion sequence of the leader. Experiments are conducted on both noisy (depth‐based) and high‐quality (MoCap‐based) interaction datasets. The quantitative and qualitative results show that our approach outperforms the state‐of‐the‐art methods on the given datasets. We also provide an augmented dataset with realistic reactive motions to stimulate future research in this area.
Aman Goel, Qianhui Men, Edmond S. L. Ho
Comput. Graph. Forum3
2022 Formation control for UAVs using a Flux Guided approach
abstract
Existing studies on formation control for unmanned aerial vehicles (UAV) have not considered encircling targets where an optimum coverage of the target is required at all times. Such coverage plays a critical role in many real-world applications such as tracking hostile UAVs. This paper proposes a new path planning approach called the Flux Guided (FG) method, which generates collision-free trajectories for multiple UAVs while maximising the coverage of target(s). Our method enables UAVs to track directly toward a target whilst maintaining maximum coverage. Furthermore, multiple scattered targets can be tracked by scaling the formation during flight. FG is highly scalable since it only requires communication between sub-set of UAVs on the open boundary of the formation’s surface. Experimental results further validate that FG generates UAV trajectories 1.5× shorter than previous work and that trajectory planning for 9 leader/follower UAVs to surround a target in two different scenarios only requires 0.52 s and 0.88 s, respectively. The resulting trajectories are suitable for robotic controls after time-optimal parameterisation; we demonstrate this using a 3d dynamic particle system that tracks the desired trajectories using a PID controller.
John Hartley, Hubert P. H. Shum, Edmond S. L. Ho, He Wang 0002, Subramanian Ramamoorthy
Expert Syst. Appl.3
2022 Assessing Facial Symmetry and Attractiveness using Augmented Reality
abstract
Abstract Facial symmetry is a key component in quantifying the perception of beauty. In this paper, we propose a set of facial features computed from facial landmarks which can be extracted at a low computational cost. We quantitatively evaluated the proposed features for predicting perceived attractiveness from human portraits on four benchmark datasets (SCUT-FBP, SCUT-FBP5500, FACES and Chicago Face Database). Experimental results showed that the performance of the proposed features is comparable to those extracted from a set with much denser facial landmarks. The computation of facial features was also implemented as an augmented reality (AR) app developed on Android OS. The app overlays four types of measurements and guidelines over a live video stream, while the facial measurements are computed from the tracked facial landmarks at run time. The developed app can be used to assist plastic surgeons in assessing facial symmetry when planning reconstructive facial surgeries.
Wei Wei 0006, Edmond S. L. Ho, Kevin D. McCay, Robertas Damasevicius, Rytis Maskeliunas, Anna Esposito
Pattern Anal. Appl.2
2022 3DBodyNet: Fast Reconstruction of 3D Animatable Human Body Shape From a Single Commodity Depth Camera
abstract
Knowledge about individual body shape has numerous applications in various domains such as healthcare, fashion and personalized entertainment. Most of the depth based whole body scanners need multiple cameras surrounding the user and requiring the user to keep a canonical pose strictly during capturing depth images. These scanning devices are expensive and need professional knowledge for operation. In order to make 3D scanning as easy-to-use and fast as possible, there is a great demand to simplify the process and to reduce the hardware requirements. In this paper, we propose a deep learning algorithm, dubbed 3DBodyNet, to rapidly reconstruct the 3D shape of human bodies using a single commodity depth camera. As easy-to-use as taking a photo using a mobile phone, our algorithm only needs two depth images of the front-facing and back-facing bodies. The proposed algorithm has strong operability since it is insensitive to the pose and the pose variations between the two depth images. It can also reconstruct an accurate body shape for users under tight/loose clothing. Another advantage of our method is the ability to generate an animatable human body model. Extensive experimental results show that the proposed method enables robust and easy-to-use animatable human body reconstruction, and outperforms the state-of-the-art methods with respect to running time and accuracy.
Pengpeng Hu, Edmond S. L. Ho, Adrian Munteanu 0001
IEEE Trans. Multim.2
2022 3D car shape reconstruction from a contour sketch using GAN and lazy learning
abstract
Abstract 3D car models are heavily used in computer games, visual effects, and even automotive designs. As a result, producing such models with minimal labour costs is increasingly more important. To tackle the challenge, we propose a novel system to reconstruct a 3D car using a single sketch image. The system learns from a synthetic database of 3D car models and their corresponding 2D contour sketches and segmentation masks, allowing effective training with minimal data collection cost. The core of the system is a machine learning pipeline that combines the use of a generative adversarial network (GAN) and lazy learning. GAN, being a deep learning method, is capable of modelling complicated data distributions, enabling the effective modelling of a large variety of cars. Its major weakness is that as a global method, modelling the fine details in the local region is challenging. Lazy learning works well to preserve local features by generating a local subspace with relevant data samples. We demonstrate that the combined use of GAN and lazy learning produces is able to produce high-quality results, in which different types of cars with complicated local features can be generated effectively with a single sketch. Our method outperforms existing ones using other machine learning structures such as the variational autoencoder.
Naoki Nozawa, Hubert P. H. Shum, Edmond S. L. Ho, Shigeo Morishima
Vis. Comput.4
2021 A Quadruple Diffusion Convolutional Recurrent Network for Human Motion Prediction
abstract
Recurrent neural network (RNN) has become popular for human motion prediction thanks to its ability to capture temporal dependencies. However, it has limited capacity in modeling the complex spatial relationship in the human skeletal structure. In this work, we present a novel diffusion convolutional recurrent predictor for spatial and temporal movement forecasting, with multi-step random walks traversing bidirectionally along an adaptive graph to model interdependency among body joints. In the temporal domain, existing methods rely on a single forward predictor with the produced motion deflecting to the drift route, which leads to error accumulations over time. We propose to supplement the forward predictor with a forward discriminator to alleviate such motion drift in the long term under adversarial training. The solution is further enhanced by a backward predictor and a backward discriminator to effectively reduce the error, such that the system can also look into the past to improve the prediction at early frames. The two-way spatial diffusion convolutions and two-way temporal predictors together form a quadruple network. Furthermore, we train our framework by modeling the velocity from observed motion dynamics instead of static poses to predict future movements that effectively reduces the discontinuity problem at early prediction. Our method outperforms the state of the arts on both 3D and 2D datasets, including the Human3.6M, CMU Motion Capture and Penn Action datasets. The results also show that our method correctly predicts both high-dynamic and low-dynamic moving trends with less motion drift.
Qianhui Men, Edmond S. L. Ho, Hubert P. H. Shum, Howard Leung
IEEE Trans. Circuits Syst. Video Technol.2
2021 LMZMPM: Local Modified Zernike Moment Per-Unit Mass for Robust Human Face Recognition
abstract
In this work, we proposed a novel method, called Local Modified Zernike Moment per unit Mass (LMZMPM), for face recognition, which is invariant to illumination, scaling, noise, in-plane rotation, and translation, along with other orthogonal and inherent properties of the Zernike Moments (ZMs). The proposed LMZMPM is computed for each pixel in a neighborhood of size 3 × 3 , and then considers the complex tuple that contains both the phase and magnitude coefficients of LMZMPM as the extracted features. As it contains both the phase and the magnitude components of the complex feature, it has more information about the image and thus preserves both the edge and structural information. We also propose a hybrid similarity measure, combining the Jaccard Similarity with the L1 distance, and applied to the extracted feature set for classification. The feasibility of the proposed LMZMPM technique on varying illumination has been evaluated on the CMU-PIE and the extended Yale B databases with an average Rank-1 Recognition (R1R) accuracy of 99.8% and 98.66% respectively. To assess the reliability of the method with variations in noise, rotation, scaling, and translation, we evaluate it on the AR database and obtain an average R1R higher than that of recent state-of-the-art methods. The proposed method shows a very high recognition rate on Heterogeneous Face Recognition as well, with 100% on CUFS, and 98.80% on CASIA-HFB.
Arindam Kar, Sourav Pramanik, Arghya Chakraborty, Debotosh Bhattacharjee, Edmond S. L. Ho, Hubert P. H. Shum
IEEE Trans. Inf. Forensics Secur.5
2021 Spatio-Temporal Manifold Learning for Human Motions via Long-Horizon Modeling
abstract
Data-driven modeling of human motions is ubiquitous in computer graphics and computer vision applications, such as synthesizing realistic motions or recognizing actions. Recent research has shown that such problems can be approached by learning a natural motion manifold using deep learning on a large amount data, to address the shortcomings of traditional data-driven approaches. However, previous deep learning methods can be sub-optimal for two reasons. First, the skeletal information has not been fully utilized for feature extraction. Unlike images, it is difficult to define spatial proximity in skeletal motions in the way that deep networks can be applied for feature extraction. Second, motion is time-series data with strong multi-modal temporal correlations between frames. On the one hand, a frame could be followed by several candidate frames leading to different motions; on the other hand, long-range dependencies exist where a number of frames in the beginning are correlated with a number of frames later. Ineffective temporal modeling would either under-estimate the multi-modality and variance, resulting in featureless mean motion or over-estimate them resulting in jittery motions, which is a major source of visual artifacts. In this paper, we propose a new deep network to tackle these challenges by creating a natural motion manifold that is versatile for many applications. The network has a new spatial component for feature extraction. It is also equipped with a new batch prediction model that predicts a large number of frames at once, such that long-term temporally-based objective functions can be employed to correctly learn the motion multi-modality and variances. With our system, long-duration motions can be predicted/synthesized using an open-loop setup where the motion retains the dynamics accurately. It can also be used for denoising corrupted motions and synthesizing new motions with given control signals. We demonstrate that our system can create superior results comparing to existing work in multiple applications.
He Wang 0002, Edmond S. L. Ho, Hubert P. H. Shum, Zhanxing Zhu
IEEE Trans. Vis. Comput. Graph.2
2020 A Two-Stream Recurrent Network for Skeleton-based Human Interaction Recognition
abstract
This paper addresses the problem of recognizing human-human interaction from skeletal sequences. Existing methods are mainly designed to classify single human action. Many of them simply stack the movement features of two characters to deal with human interaction, while neglecting the abundant relationships between characters. In this paper, we propose a novel two-stream recurrent neural network by adopting the geometric features from both single actions and interactions to describe the spatial correlations with different discriminative abilities. The first stream is constructed under pairwise joint distance (PJD) in a fully-connected mesh to categorize the interactions with explicit distance patterns. To better distinguish similar interactions, in the second stream, we combine PJD with the spatial features from individual joint positions using graph convolutions to detect the implicit correlations among joints, where the joint connections in the graph are adaptive for flexible correlations. After spatial modeling, each stream is fed to a bi-directional LSTM to encode two-way temporal properties. To take advantage of the diverse discriminative power of the two streams, we come up with a late fusion algorithm to combine their output predictions concerning information entropy. Experimental results show that the proposed framework achieves state-of-the-art performance on 3D and comparable performance on 2D interaction datasets. Moreover, the late fusion results demonstrate the effectiveness of improving the recognition accuracy compared with single streams.
Qianhui Men, Edmond S. L. Ho, Hubert P. H. Shum, Howard Leung
ICPR2
2020 Makeup Style Transfer on Low-quality Images with Weighted Multi-scale Attention
abstract
Facial makeup style transfer is an extremely challenging sub-field of image-to-image-translation. Due to this difficulty, state-of-the-art results are mostly reliant on the Face Parsing Algorithm, which segments a face into parts in order to easily extract makeup features. However, this algorithm can only work well on high-definition images where facial features can be accurately extracted. Faces in many real-world photos, such as those including a large background or multiple people, are typically of low-resolution, which considerably hinders state-of-the-art algorithms. In this paper, we propose an end-to-end holistic approach to effectively transfer makeup styles between two low-resolution images. The idea is built upon a novel weighted multi-scale spatial attention module, which identifies salient pixel regions on low-resolution images in multiple scales, and uses channel attention to determine the most effective attention map. This design provides two benefits: low-resolution images are usually blurry to different extents, so a multi-scale architecture can select the most effective convolution kernel size to implement spatial attention; makeup is applied on both a macro-level (foundation, fake tan) and a micro-level (eyeliner, lipstick) so different scales can excel in extracting different makeup features. We develop an Augmented CycleGAN network that embeds our attention modules at selected layers to most effectively transfer makeup. Our system is tested with the FBD data set, which consists of many low-resolution facial images, and demonstrate that it outperforms state-of-the-art methods, particularly in transferring makeup for blurry images and partially occluded images.
Daniel Organisciak, Edmond S. L. Ho, Hubert P. H. Shum
ICPR2
2020 Foreword to special section on motion, interactions and games
Marie-Paule Cani, Edmond S. L. Ho, Tiberiu Popa, Hubert P. H. Shum
Comput. Graph.2
2020 High-speed multi-person pose estimation with deep feature transfer
Ying Huang 0003, Hubert P. H. Shum, Edmond S. L. Ho, Nauman Aslam
Comput. Vis. Image Underst.3
2020 Interaction-Based Human Activity Comparison
abstract
Traditional methods for motion comparison consider features from individual characters. However, the semantic meaning of many human activities is usually defined by the interaction between them, such as a high-five interaction of two characters. There is little success in adapting interaction-based features in activity comparison, as they either do not have a fixed topology or are in high dimensional. In this paper, we propose a unified framework for activity comparison from the interaction point of view. Our new metric evaluates the similarity of interaction by adapting the Earth Mover's Distance onto a customized geometric mesh structure that represents spatial-temporal interactions. This allows us to compare different classes of interactions and discover their intrinsic semantic similarity. We created five interaction databases of different natures, covering both two-characters (synthetic and real-people) and character-object interactions, which are open for public uses. We demonstrate how the proposed metric aligns well with the semantic meaning of the interaction. We also apply the metric in interaction retrieval and show how it outperforms existing ones. The proposed method can be used for unsupervised activity detection in monitoring systems and activity retrieval in smart animation systems.
Longzhi Yang, Edmond S. L. Ho, Hubert P. H. Shum
IEEE Trans. Vis. Comput. Graph.3
2019 An interactive motion analysis framework for diagnosing and rectifying potential injuries caused through resistance training
abstract
With the rapid increase in individuals participating in resistance training activities, the number of injuries pertaining to these activities has also grown just as aggressively. Diagnosing the causes of injuries and discomfort requires a large amount of resources from highly experienced physiotherapists. In this paper, we propose a new framework to analyse and visualize movement patterns during performance of four major compound lifts. The analysis generated will be used to efficiently determine whether the exercises are being performed correctly, ensuring anatomy remains within its functional range of motion, in order to prevent strain or discomfort that may lead to injury.
Jake Hall, Jacky C. P. Chan, Hubert P. H. Shum, Wei Wei 0006, Edmond S. L. Ho
MIG5
2019 Emotion Transfer for Hand Animation
abstract
We propose a new data-driven framework for synthesizing hand motion at different emotion levels. Specifically, we first capture high-quality hand motion using VR gloves. The hand motion data is then annotated with the emotion type and a latent space is constructed from the motions to facilitate the motion synthesis process. By interpolating the latent representation of the hand motion, new hand animation with different levels of emotion strength can be generated. Experimental results show that our framework can produce smooth and consistent hand motions at an interactive rate.
Ana-Sabina Irimia, Jacky C. P. Chan, Kamlesh Mistry, Wei Wei 0006, Edmond S. L. Ho
MIG5
2019 3D Car Shape Reconstruction from a Single Sketch Image
abstract
Efficient car shape design is a challenging problem in both the automotive industry and the computer animation/games industry. In this paper, we present a system to reconstruct the 3D car shape from a single 2D sketch image. To learn the correlation between 2D sketches and 3D cars, we propose a Variational Autoencoder deep neural network that takes a 2D sketch and generates a set of multi-view depth & mask images, which are more effective representation comparing to 3D mesh, and can be combined to form the 3D car shape. To ensure the volume and diversity of the training data, we propose a feature-preserving car mesh augmentation pipeline for data augmentation. Since deep learning has limited capacity to reconstruct fine-detail features, we propose a lazy learning approach that constructs a small subspace based on a few relevant car samples in the database. Due to the small size of such a subspace, fine details can be represented effectively with a small number of parameters. With a low-cost optimization process, a high-quality car with detailed features is created. Experimental results show that the system performs consistently to create highly realistic cars of substantially different shape and topology, with a very low computational cost.
Naoki Nozawa, Hubert P. H. Shum, Edmond S. L. Ho, Shigeo Morishima
MIG3
2019 Prior-less 3D Human Shape Reconstruction with an Earth Mover's Distance Informed CNN
abstract
We propose a novel end-to-end deep learning framework, capable of 3D human shape reconstruction from a 2D image without the need of a 3D prior parametric model. We employ a “prior-less” representation of the human shape using unordered point clouds. Due to the lack of prior information, comparing the generated and ground truth point clouds to evaluate the reconstruction error is challenging. We solve this problem by proposing an Earth Mover’s Distance (EMD) function to find the optimal mapping between point clouds. Our experimental results show that we are able to obtain a visually accurate estimation of the 3D human shape from a single 2D image, with some inaccuracy for heavily occluded parts.
Jingtian Zhang, Hubert P. H. Shum, Kevin D. McCay, Edmond S. L. Ho
MIG4
2019 A generic framework for editing and synthesizing multimodal data with relative emotion strength
abstract
Abstract Emotion is considered to be a core element in performances. In computer animation, both body motions and facial expressions are two popular mediums for a character to express the emotion. However, there has been limited research in studying how to effectively synthesize these two types of character movements using different levels of emotion strength with intuitive control, which is difficult to be modeled effectively. In this work, we explore a common model that can be used to represent the emotion for the applications of body motions and facial expressions synthesis. Unlike previous work that encode emotions into discrete motion style descriptors, we propose a continuous control indicator called emotion strength by controlling which a data‐driven approach is presented to synthesize motions with fine control over emotions. Rather than interpolating motion features to synthesize new motion as in existing work, our method explicitly learns a model mapping low‐level motion features to the emotion strength. Because the motion synthesis model is learned in the training stage, the computation time required for synthesizing motions at run time is very low. We further demonstrate the generality of our proposed framework by editing 2D face images using relative emotion strength. As a result, our method can be applied to interactive applications such as computer games, image editing tools, and virtual reality applications, as well as offline applications such as animation and movie production.
Jacky C. P. Chan, Hubert P. H. Shum, He Wang 0002, Wei Wei 0006, Edmond S. L. Ho
Comput. Animat. Virtual Worlds6
2019 A Sampling Approach to Generating Closely Interacting 3D Pose-Pairs from 2D Annotations
abstract
We introduce a data-driven method to generate a large number of plausible, closely interacting 3D human pose-pairs, for a given motion category, e.g., wrestling or salsa dance. With much difficulty in acquiring close interactions using 3D sensors, our approach utilizes abundant existing video data which cover many human activities. Instead of treating the data generation problem as one of reconstruction, either through 3D acquisition or direct 2D-to-3D data lifting from video annotations, we present a solution based on Markov Chain Monte Carlo (MCMC) sampling. Given a motion category and a set of video frames depicting the motion with the 2D pose-pair in each frame annotated, we start the sampling with one or few seed 3D pose-pairs which are manually created based on the target motion category. The initial set is then augmented by MCMC sampling around the seeds, via the Metropolis-Hastings algorithm and guided by a probability density function (PDF) that is defined by two terms to bias the sampling towards 3D pose-pairs that are physically valid and plausible for the motion category. With a focus on efficient sampling over the space of close interactions, rather than pose spaces, we develop a novel representation called interaction coordinates (IC) to encode both poses and their interactions in an integrated manner. Plausibility of a 3D pose-pair is then defined based on the IC and with respect to the annotated 2D pose-pairs from video. We show that our sampling-based approach is able to efficiently synthesize a large volume of plausible, closely interacting 3D pose-pairs which provide a good coverage of the input 2D pose-pairs.
Kangxue Yin, Hui Huang 0004, Edmond S. L. Ho, Hao Wang 0057, Taku Komura, Daniel Cohen-Or, Hao (Richard) Zhang
IEEE Trans. Vis. Comput. Graph.3
2018 Data-Driven Crowd Motion Control With Multi-Touch Gestures
abstract
Abstract Controlling a crowd using multi‐touch devices appeals to the computer games and animation industries, as such devices provide a high‐dimensional control signal that can effectively define the crowd formation and movement. However, existing works relying on pre‐defined control schemes require the users to learn a scheme that may not be intuitive. We propose a data‐driven gesture‐based crowd control system, in which the control scheme is learned from example gestures provided by different users. In particular, we build a database with pairwise samples of gestures and crowd motions. To effectively generalize the gesture style of different users, such as the use of different numbers of fingers, we propose a set of gesture features for representing a set of hand gesture trajectories. Similarly, to represent crowd motion trajectories of different numbers of characters over time, we propose a set of crowd motion features that are extracted from a Gaussian mixture model. Given a run‐time gesture, our system extracts the K nearest gestures from the database and interpolates the corresponding crowd motions in order to generate the run‐time control. Our system is accurate and efficient, making it suitable for real‐time applications such as real‐time strategy games and interactive animation controls.
Joseph Henry, He Wang 0002, Edmond S. L. Ho, Taku Komura, Hubert P. H. Shum
Comput. Graph. Forum4
2017 Posture-based and action-based graphs for boxing skill visualization
abstract
Automatic evaluation of sports skills has been an active research area. However, most of the existing research focuses on low-level features such as movement speed and strength. In this work, we propose a framework for automatic motion analysis and visualization, which allows us to evaluate high-level skills such as the richness of actions, the flexibility of transitions and the unpredictability of action patterns. The core of our framework is the construction and visualization of the posture-based graph that focuses on the standard postures for launching and ending actions, as well as the action-based graph that focuses on the preference of actions and their transition probability. We further propose two numerical indices, the Connectivity Index and the Action Strategy Index, to assess skill level according to the graph. We demonstrate our framework with motions captured from different boxers. Experimental results demonstrate that our system can effectively visualize the strengths and weaknesses of the boxers.
He Wang 0002, Edmond S. L. Ho, Longzhi Yang, Hubert P. H. Shum
Comput. Graph.3
2016 SkillVis: a visualization tool for boxing skill assessment
abstract
Motion analysis and visualization are crucial in sports science for sports training and performance evaluation. While primitive computational methods have been proposed for simple analysis such as postures and movements, few can evaluate the high-level quality of sports players such as their skill levels and strategies. We propose a visualization tool to help visualizing boxers' motions and assess their skill levels. Our system automatically builds a graph-based representation from motion capture data and reduces the dimension of the graph onto a 3D space so that it can be easily visualized and understood. In particular, our system allows easy understanding of the boxer's boxing behaviours, preferred actions, potential strength and weakness. We demonstrate the effectiveness of our system on different boxers' motions. Our system not only serves as a tool for visualization, it also provides intuitive motion analysis that can be further used beyond sports science.
Hubert P. H. Shum, He Wang 0002, Edmond S. L. Ho, Taku Komura
MIG3
2016 Improving posture classification accuracy for depth sensor-based human activity monitoring in smart environments
abstract
Smart environments and monitoring systems are popular research areas nowadays due to its potential to enhance the quality of life. Applications such as human behavior analysis and workspace ergonomics monitoring are automated, thereby improving well-being of individuals with minimal running cost. The central problem of smart environments is to understand what the user is doing in order to provide the appropriate support. While it is difficult to obtain information of full body movement in the past, depth camera based motion sensing technology such as Kinect has made it possible to obtain 3D posture without complex setup. This has fused a large number of research projects to apply Kinect in smart environments. The common bottleneck of these researches is the high amount of errors in the detected joint positions, which would result in inaccurate analysis and false alarms. In this paper, we propose a framework that accurately classifies the nature of the 3D postures obtained by Kinect using a max-margin classifier. Different from previous work in the area, we integrate the information about the reliability of the tracked joints in order to enhance the accuracy and robustness of our framework. As a result, apart from general classifying activity of different movement context, our proposed method can classify the subtle differences between correctly performed and incorrectly performed movement in the same context. We demonstrate how our framework can be applied to evaluate the user’s posture and identify the postures that may result in musculoskeletal disorders. Such a system can be used in workplace such as offices and factories to reduce risk of injury. Experimental results have shown that our method consistently outperforms existing algorithms in both activity classification and posture healthiness classification. Due to the low cost and the easy deployment process of depth camera based motion sensors, our framework can be applied widely in home and office to facilitate smart environments.
Edmond S. L. Ho, Jacky C. P. Chan, Donald C. K. Chan, Hubert P. H. Shum, Yiu-Ming Cheung, Pong C. Yuen
Comput. Vis. Image Underst.1
2015 Modeling spatial relations of human body parts for indexing and retrieving close character interactions
abstract
Retrieving pre-captured human motion for analyzing and synthesizing virtual character movement have been widely used in Virtual Reality (VR) and interactive computer graphics applications. In this paper, we propose a new human pose representation, called Spatial Relations of Human Body Parts (SRBP), to represent spatial relations between body parts of the subject(s), which intuitively describes how much the body parts are interacting with each other. Since SRBP is computed from the local structure (i.e. multiple body parts in proximity) of the pose instead of the information from individual or pairwise joints as in previous approaches, the new representation is robust to minor variations of individual joint location. Experimental results show that SRBP outperforms the existing skeleton-based motion retrieval and classification approaches on benchmark databases.
Edmond S. L. Ho, Jacky C. P. Chan, Yiu-Ming Cheung, Pong C. Yuen
VRST1
2015 An Energy-Driven Motion Planning Method for Two Distant Postures
abstract
In this paper, we present a local motion planning algorithm for character animation. We focus on motion planning between two distant postures where linear interpolation leads to penetrations. Our framework has two stages. The motion planning problem is first solved as a Boundary Value Problem (BVP) on an energy graph which encodes penetrations, motion smoothness and user control. Having established a mapping from the configuration space to the energy graph, a fast and robust local motion planning algorithm is introduced to solve the BVP to generate motions that could only previously be computed by global planning methods. In the second stage, a projection of the solution motion onto a constraint manifold is proposed for more user control. Our method can be integrated into current keyframing techniques. It also has potential applications in motion planning problems in robotics.
He Wang 0002, Edmond S. L. Ho, Taku Komura
IEEE Trans. Vis. Comput. Graph.2
2014 A multi-resolution approach for adapting close character interaction
abstract
Synthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots.
Edmond S. L. Ho, He Wang 0002, Taku Komura
VRST1
2014 Natural preparation behavior synthesis
abstract
ABSTRACT Humans adjust their movements in advance to prepare for the forthcoming action, resulting in efficient and smooth transitions. However, traditional computer animation approaches such as motion graphs simply concatenate a series of actions without taking into account the following one. In this paper, we propose a new method to produce preparation behaviors using reinforcement learning. As an offline process, the system learns the optimal way to approach a target and to prepare for interaction. A scalar value called the level of preparation is introduced, which represents the degree of transition from the initial action to the interacting action. To synthesize the movements of preparation, we propose a customized motion blending scheme based on the level of preparation, which is followed by an optimization framework that adjusts the posture to keep the balance. During runtime, the trained controller drives the character to move to a target with the appropriate level of preparation, resulting in a humanlike behavior. We create scenes in which the character has to move in a complex environment and to interact with objects, such as crawling under and jumping over obstacles while walking. The method is useful not only for computer animation but also for real‐time applications such as computer games, in which the characters need to accomplish a series of tasks in a given environment. Copyright © 2013 John Wiley & Sons, Ltd.
Hubert P. H. Shum, Ludovic Hoyet, Edmond S. L. Ho, Taku Komura, Franck Multon
Comput. Animat. Virtual Worlds3
2013 Motion adaptation for humanoid robots in constrained environments
abstract
This paper presents a new method to synthesize full body motion for controlling humanoid robots in highly constrained environments. Given a reference motion of the robot and the corresponding environment configuration, the spatial relationships between the robot body parts and the environment objects are extracted as a representation called the Interaction Mesh. Such a representation is then used in adapting the reference motion to an altered environment. By preserving the spatial relationships while satisfying physical constraints, collision-free and well balanced motions can be generated automatically and efficiently. Experimental results show that the proposed method can adapt different full body motions in significantly modified environments. Our method can be applied in precise robotic controls under complicated environments, such as rescue robots in accident scenes and searching robots in highly constrained spaces.
Edmond S. L. Ho, Hubert P. H. Shum
ICRA1
2013 Topology Aware Data-Driven Inverse Kinematics
abstract
Abstract Creating realistic human movement is a time consuming and labour intensive task. The major difficulty is that the user has to edit individual joints while maintaining an overall realistic and collision free posture. Previous research suggests the use of data‐driven inverse kinematics, such that one can focus on the control of a few joints, while the system automatically composes a natural posture. However, as a common problem of kinematics synthesis, penetration of body parts is difficult to avoid in complex movements. In this paper, we propose a new data‐driven inverse kinematics framework that conserves the topology of the synthesizing postures. Our system monitors and regulates the topology changes using the Gauss Linking Integral (GUI), such that penetration can be efficiently prevented. As a result, complex motions with tight body movements, as well as those involving interaction with external objects, can be simulated with minimal manual intervention. Experimental results show that using our system, the user can create high quality human motion in real‐time by controlling a few joints using a mouse or a multi‐touch screen. The movement generated is both realistic and penetration free. Our system is best applied for interactive motion design in computer animations and games.
Edmond S. L. Ho, Hubert P. H. Shum, Yiu-Ming Cheung, Pong C. Yuen
Comput. Graph. Forum1
2013 Real-Time Posture Reconstruction for Microsoft Kinect
abstract
The recent advancement of motion recognition using Microsoft Kinect stimulates many new ideas in motion capture and virtual reality applications. Utilizing a pattern recognition algorithm, Kinect can determine the positions of different body parts from the user. However, due to the use of a single-depth camera, recognition accuracy drops significantly when the parts are occluded. This hugely limits the usability of applications that involve interaction with external objects, such as sport training or exercising systems. The problem becomes more critical when Kinect incorrectly perceives body parts. This is because applications have limited information about the recognition correctness, and using those parts to synthesize body postures would result in serious visual artifacts. In this paper, we propose a new method to reconstruct valid movement from incomplete and noisy postures captured by Kinect. We first design a set of measurements that objectively evaluates the degree of reliability on each tracked body part. By incorporating the reliability estimation into a motion database query during run time, we obtain a set of similar postures that are kinematically valid. These postures are used to construct a latent space, which is known as the natural posture space in our system, with local principle component analysis. We finally apply frame-based optimization in the space to synthesize a new posture that closely resembles the true user posture while satisfying kinematic constraints. Experimental results show that our method can significantly improve the quality of the recognized posture under severely occluded environments, such as a person exercising with a basketball or moving in a small room.
Hubert P. H. Shum, Edmond S. L. Ho, Shu Takagi
IEEE Trans. Cybern.2
2013 Interactive partner control in close interactions for real-time applications
abstract
This article presents a new framework for synthesizing motion of a virtual character in response to the actions performed by a user-controlled character in real time. In particular, the proposed method can handle scenes in which the characters are closely interacting with each other such as those in partner dancing and fighting. In such interactions, coordinating the virtual characters with the human player automatically is extremely difficult because the system has to predict the intention of the player character. In addition, the style variations from different users affect the accuracy in recognizing the movements of the player character when determining the responses of the virtual character. To solve these problems, our framework makes use of the spatial relationship-based representation of the body parts called interaction mesh, which has been proven effective for motion adaptation. The method is computationally efficient, enabling real-time character control for interactive applications. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.
Edmond S. L. Ho, Jacky C. P. Chan, Taku Komura, Howard Leung
ACM Trans. Multim. Comput. Commun. Appl.1
2012 Real-time physical modelling of character movements with microsoft kinect
abstract
With the advancement of motion tracking hardware such as the Microsoft Kinect, synthesizing human-like characters with real-time captured movements becomes increasingly important. Traditional kinematics and dynamics approaches perform sub-optimally when the captured motion is noisy or even incomplete. In this paper, we proposed a unified framework to control physically simulated characters with live captured motion from Kinect. Our framework can synthesize any posture in a physical environment using external forces and torques computed by a PD controller. The major problem of Kinect is the incompleteness of the captured posture, with some degree of freedom (DOF) missing due to occlusions and noises. We propose to search for a best matched posture from a motion database constructed in a dimensionality reduced space, and substitute the missing DOF to the live captured data. Experimental results show that our method can synthesize realistic character movements from noisy captured motion. The proposed algorithm is computationally efficient and can be applied to a wide variety of interactive virtual reality applications such as motion-based gaming, rehabilitation and sport training.
Hubert P. H. Shum, Edmond S. L. Ho
VRST2
2011 A finite state machine based on topology coordinates for wrestling games
abstract
This paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players—one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. Copyright © 2010 John Wiley & Sons, Ltd.
Edmond S. L. Ho, Taku Komura
Comput. Animat. Virtual Worlds1
2010 Controlling humanoid robots in topology coordinates
abstract
This paper presents an approach to the control of humanoid robot motion, e.g., holding another robot or tangled interactions involving multiple limbs, in a space defined by `topology coordinates'. The constraints of tangling can be linearized at every frame of motion synthesis, and can be used together with constraints such as defined by the Zero Moment Point, Center of Mass, inverse kinematics and angular momentum for computing the postures by a linear programming procedure. We demonstrate the utility of this approach using the simulator for the Nao humanoid robot. We show that this approach enables us to synthesize complex motion, such as tangling, very efficiently.
Edmond S. L. Ho, Taku Komura, Subramanian Ramamoorthy, Sethu Vijayakumar
IROS1
2010 Spatial relationship preserving character motion adaptation
abstract
This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. In such motions, the implicit spatial relationships between body parts/objects are important for capturing the scene semantics. We introduce a simple structure called an interaction mesh to represent such spatial relationships. By minimizing the local deformation of the interaction meshes of animation frames, such relationships are preserved during motion editing while reducing the number of inappropriate interpenetrations. The interaction mesh representation is general and applicable to various kinds of close interactions. It also works well for interactions involving contacts and tangles as well as those without any contacts. The method is computationally efficient, allowing real-time character control. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
ACM Trans. Graph.1
2009 Character Motion Synthesis by Topology Coordinates
abstract
Abstract In this paper, we propose a new method to efficiently synthesize character motions that involve close contacts such as wearing a T‐shirt, passing the arms through the strings of a knapsack, or piggy‐back carrying an injured person. We introduce the concept of topology coordinates, in which the topological relationships of the segments are embedded into the attributes. As a result, the computation for collision avoidance can be greatly reduced for complex motions that require tangling the segments of the body. Our method can be combinedly used with other prevalent frame‐based optimization techniques such as inverse kinematics.
Edmond S. L. Ho, Taku Komura
Comput. Graph. Forum1
2009 Indexing and Retrieving Motions of Characters in Close Contact
abstract
Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as TangleList, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.
Edmond S. L. Ho, Taku Komura
IEEE Trans. Vis. Comput. Graph.1
2007 Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions
abstract
Animations of two avatars tangled with each other often appear in battle or fighting scenes in movies or games. However, creating such scenes is difficult due to the limitations of the tracking devices and the complex interactions of the avatars during such motions. In this paper, we propose a new method to generate animations of two persons tangled with each other based on individually captured motions. We use wrestling as an example. The inputs to the system are two individually captured motions and the topological relationship of the two avatars computed using Gauss Linking Integral (GLI). Then the system edits the captured motions so that they satisfy the given topological relationship. Using our method, it is possible to create / edit close-contact motions with minimum effort by the animators. The method can be used not only for wrestling, but also for any movement that requires the body to be tangled with others, such as holding a shoulder of an elderly to walk or a soldier piggy-backing another injured soldier.
Edmond S. L. Ho, Taku Komura
PG1
2005 Computing inverse kinematics with linear programming
abstract
Inverse Kinematics (IK) is a popular technique for synthesizing motions of virtual characters. In this paper, we propose a Linear Programming based IK solver (LPIK) for interactive control of arbitrary multibody structures. There are several advantages of using LPIK. First, inequality constraints can be handled, and therefore the ranges of the DOFs and collisions of the body with other obstacles can be handled easily. Second, the performance of LPIK is comparable or sometimes better than the IK method based on Lagrange multipliers, which is known as the best IK solver today. The computation time by LPIK increases only linearly proportional to the number of constraints or DOFs. Hence, LPIK is a suitable approach for controlling articulated systems with large DOFs and constraints for real-time applications.
Edmond S. L. Ho, Taku Komura, Rynson W. H. Lau
VRST1
2005 Animating reactive motion using momentum-based inverse kinematics
abstract
Abstract Interactive generation of reactive motions for virtual humans as they are hit, pushed and pulled are very important to many applications, such as computer games. In this paper, we propose a new method to simulate reactive motions during arbitrary bipedal activities, such as standing, walking or running. It is based on momentum based inverse kinematics and motion blending. When generating the animation, the user first imports the primary motion to which the perturbation is to be applied to. According to the condition of the impact, the system selects a reactive motion from the database of pre‐captured stepping and reactive motions. It then blends the selected motion into the primary motion using momentum‐based inverse kinematics. Since the reactive motions can be edited in real‐time, the criteria for motion search can be much relaxed than previous methods, and therefore, the computational cost for motion search can be reduced. Using our method, it is possible to generate reactive motions by applying external perturbations to the characters at arbitrary moment while they are performing some actions. Copyright © 2005 John Wiley & Sons, Ltd.
Taku Komura, Edmond S. L. Ho, Rynson W. H. Lau
Comput. Animat. Virtual Worlds2