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

Toby Howard

dblp:71/6938 · also T. L. J. Howard · DBLP profile ↗
← Back
19ranked-venue papers
5as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 18 · 5 first-authorHuman-computer interaction and ubiquitous computing · 5Artificial intelligence and machine learning · 3

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.

Artificial intelligence
2 papers
3D vision · 75% Video understanding and tracking · 25%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 57% Computer animation and physical simulation · 30% Geometric modeling and processing · 8%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.012004
Real-Time Markerless Human Body Tracking Using Colored Voxels and 3-D Blobs · ISMAR 2004
Computer vision › Video understanding and tracking › object tracking › human motion tracking
human body tracking
0.012004
Real-Time Markerless Human Body Tracking Using Colored Voxels and 3-D Blobs · ISMAR 2004
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture
0.012004
Real-Time Markerless Human Body Tracking Using Colored Voxels and 3-D Blobs · ISMAR 2004
Computer vision › 3D vision › 3d reconstruction
volumetric reconstruction
0.012004
Real-Time Markerless Human Body Tracking Using Colored Voxels and 3-D Blobs · ISMAR 2004
Virtual and augmented reality
augmented reality
0.012003
Real-time photo-realistic augmented reality for interior design · SIGGRAPH 2003
Computer vision › 3D vision
camera calibration
0.012002
Accurate Camera Calibration for Off-line, Video-Based Augmented Reality · ISMAR 2002
Computer animation and physical simulation
physically-based modeling
0.012001
Iota: An Approach to Physically-Based Modelling in Virtual Environments · VR 2001
Virtual and augmented reality › virtual environment
virtual environment modeling
0.012001
Iota: An Approach to Physically-Based Modelling in Virtual Environments · VR 2001
Virtual and augmented reality
interior design
0.012003
Real-time photo-realistic augmented reality for interior design · SIGGRAPH 2003
Computer vision › Video understanding and tracking
feature tracking
0.012002
Accurate Camera Calibration for Off-line, Video-Based Augmented Reality · ISMAR 2002
Rendering
graphics standards
0.011991
Evaluating PHIGS for CAD and general graphics applications · Comput. Aided Des. 1991
Geometric modeling and processing
computer-aided design
0.011991
Evaluating PHIGS for CAD and general graphics applications · Comput. Aided Des. 1991

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

multi-camera reconstruction · 0.1hierarchical 3d reconstruction · 0.1blob-based tracking · 0.1projective reconstruction · 0.0kanade-lucas-tomasi tracker · 0.0RANSAC · 0.0physically based simulation · 0.0component framework · 0.0evaluation · 0.0
YearPublicationVenuePosition
2008 Real-time 3-D human body tracking using learnt models of behaviour
Fabrice Caillette, Aphrodite Galata, Toby Howard
Comput. Vis. Image Underst.3
2005 Real-Time 3-D Human Body Tracking using Variable Length Markov Models
abstract
In this paper, we introduce a 3-D human-body tracker capable of handling fast and complex motions in real-time. The parameter space, augmented with first order derivatives, is automatically partitioned into Gaussian clusters each representing an elementary motion: hypothesis propagation inside each cluster is therefore accurate and efficient. The transitions between clusters use the predictions of a Variable Length Markov Model which can explain highlevel behaviours over a long history. Using Monte-Carlo methods, evaluation of model candidates is critical for both speed and robustness. We present a new evaluation scheme based on volumetric reconstruction and blobs-fitting, where appearance models and image evidences are represented by Gaussian mixtures. We demonstrate the application of our tracker to long video sequences exhibiting rapid and diverse movements. 1
Fabrice Caillette, Aphrodite Galata, Toby Howard
BMVC3
2005 Augmenting Existing Virtual Environments with Plausible Naturalistic Clutter
abstract
We present an approach for enriching a virtual environment by augmenting it with the kind of naturalistic clutter often found in real-world scenes. Rather than manually specifying clutter distribution, our semi-automatic procedural approach seeks to add plausible clutter with minimal user-interaction, and few constraints on the format in which the virtual environment is specified. We suggest that the integration of suitable and plausible clutter to a virtual environment increases realism at low cost
R. A. Broughton, Toby Howard
CW2
2004 Real-Time Markerless Human Body Tracking with 3-D Voxel Reconstruction
Fabrice Caillette, Toby Howard
BMVC2
2004 Real-Time Markerless Human Body Tracking Using Colored Voxels and 3-D Blobs
abstract
This paper presents a robust method for real-time visual human body tracking. We perform a hierarchical 3D reconstruction from multiple camera views as a basis for tracking. Blobs attached to a kinematic model are then used to reliably track individual body parts with both volume and color information. We describe how the blob-model is dynamically adjusted to accommodate different body configurations. In tests, our system has proved robust in presence of noisy data and self-occlusions.
Fabrice Caillette, Toby Howard
ISMAR2
2003 Real-time photo-realistic augmented reality for interior design
abstract
No abstract available.
Jonathan Cook 0002, Simon Gibson, Toby Howard, Roger J. Hubbold
SIGGRAPH3
2003 Interactive reconstruction of virtual environments from video sequences
Simon Gibson, Roger J. Hubbold, Jonathan Cook 0002, Toby Howard
Comput. Graph.4
2002 Accurate Camera Calibration for Off-line, Video-Based Augmented Reality
abstract
Camera tracking is a fundamental requirement for video-based augmented reality applications. The ability to accurately calculate the intrinsic and extrinsic camera parameters for each frame of a video sequence is essential if synthetic objects are to be integrated into the image data in a believable way. In this paper, we present an accurate and reliable approach to camera calibration for off-line video-based augmented reality applications. We first describe an improved feature tracking algorithm, based on the widely used Kanade-Lucas-Tomasi tracker. Estimates of inter-frame camera motion are used to guide tracking, greatly reducing the number of incorrectly tracked features. We then present a robust hierarchical scheme that merges sub-sequences together to form a complete projective reconstruction. Finally, we describe how RANSAC-based random sampling can be applied to the problem of self-calibration, allowing for more reliable upgrades to metric geometry. Results of applying our calibration algorithms are given for both synthetic and real data.
Simon Gibson, Jonathan Cook 0002, Toby Howard, Roger J. Hubbold, Daniel Oram
ISMAR3
2001 A Hybrid Approach to the Recovery of Deformable Superquadric Models from 3D Data
abstract
The problem of recovering the shape of objects from three-dimensional data is important to many areas of computer graphics and vision. We present here a method for the recovery of single-part objects from unstructured 3D points sets, based on the fitting of deformable superquadric models. The limitations of least-squares minimisation as a technique for fitting superquadric models are discussed. After investigating the possibility of using a genetic algorithm as an alternative, we propose a hybrid approach to the recovery of deformable superquadrics based on a two-stage fitting process that combines a genetic algorithm and nonlinear least-squares minimization.
James Sinnott, Toby Howard
Computer Graphics International2
2001 Iota: An Approach to Physically-Based Modelling in Virtual Environments
abstract
Physically-based modelling is a powerful technique for specifying the laws and characteristics of virtual environments (VEs) and the objects they contain. In this paper, we describe Iota, a component framework for creating and interacting with multi-body physically-based models in VEs. In conclusion, we present two case studies implemented within the framework.
Mashhuda Glencross, Toby Howard, Steve Pettifer
VR2
2001 Flexible Image-Based Photometric Reconstruction using Virtual Light Sources
abstract
Photometric reconstruction is the process of estimating the illumination and surface reflectance properties of an environment, given a geometric model of the scene and a set of photographs of its surfaces. For mixed-reality applications, such data is required if synthetic objects are to be correctly illuminated or if synthetic light sources are to be used to re-light the scene. Current methods of estimating such data are limited in the practical situations in which they can be applied, due to the fact that the geometric and radiometric models of the scene which are provided by the user must be complete, and that the position (and in some cases, intensity) of the light sources must also be specified a-priori. In this paper, a novel algorithm is presented which overcomes these constraints, and allows photometric data to be reconstructed in less restricted situations. This is achieved through the use of virtual light sources which mimic the effect of direct illumination from unknown luminaires, and indirect illumination reflected off unknown geometry. The intensity of these virtual light sources and the surface material properties are estimated using an iterative algorithm which attempts to match calculated radiance values to those observed in photographs. Results are presented for both synthetic and real scenes that show the quality of the reconstructed data and its use in off-line mixed-reality applications.
Simon Gibson, Toby Howard, Roger J. Hubbold
Comput. Graph. Forum2
2000 Interactive reconstruction of virtual environments from photographs, with application to scene-of-crime analysis
abstract
There are many real-world applications of Virtual Reality that require the construction of complex and accurate three-dimensional models, suitably structured for interactive manipulation. In this paper, we present semi-automatic methods that allow such environments to be quickly and easily built from photographs taken with uncalibrated cameras, and illustrate the techniques by application to the real-world problem of scene-of-crime reconstruction.
Simon Gibson, Toby Howard
VRST2
1999 GNU/MAVERIK: a micro-kernel for large-scale virtual environments
abstract
This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete 'VR operating system'. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism which supports an object-oriented framework of classes, objects and methods. Examples are given which illustrate different uses of the system, and typical performance levels.
Roger J. Hubbold, Jonathan Cook 0002, Martin J. Keates, Simon Gibson, Toby Howard, Alan Murta, Adrian J. West, Steve Pettifer
VRST5
1994 The design and development of distance learning materials for graphics and visualisation
C. C. Lilley, W. Terry Hewitt, Toby Howard
Comput. Graph.4
1991 Evaluating PHIGS for CAD and general graphics applications
Toby Howard
Comput. Aided Des.1
1990 An Interactive Debugger for PHIGS
abstract
The Programmer’s Hierarchical Interactive Graphics System (PHIGS) is an International Standard for integrating application modelling and interactive computer graphics. With PHIGS, application models are constructed from hierarchical data structures called structure networks, which may be edited interactively. While structure networks are in principle straightforward to create, organising and managing them correctly is in practice a much more difficult proposition. One of the main difficulties arises from the atomic nature of the traversal process by which structure networks are interpreted for display. This paper draws an analogy between structure network traversal and programming language execution, and presents the PHIGS Debugger, a development tool for PHIGS applications. The PHIGS Debugger supports interactive incremental traversal of structure networks and debugging of the PHIGS Centralised Structure Store, and is a component of the PHIGS Toolkit, an emerging set of portable integrated tools for PHIGS environments. 1
Toby Howard, W. Terry Hewitt, Steve Larkin
Eurographics1
1990 TopDraw: A Structure Network Visualiser for PHIGS
abstract
Abstract The Programmer's Hierarchical Interactive Graphics System (PHIGS) is an International Standard for computer graphics. PHIGS provides a flexible mechanism for creating hierarchical models from collections of directed acyclic graphs known as ‘structure networks’. In practice, the combination of powerful data structuring facilities and the ability to dynamically edit structure networks can lead to a potential complexity which makes models difficult to manage and maintain reliably. This paper presents TopDraw, a portable programming tool for visualising PHIGS structure networks, by automatically documenting their topology using diagrams. Drawing tidy representations of graphs algorithmically is a difficult problem, and most existing systems are large, complex and speciallsed The alternative approach taken in TopDraw is to use a fast, straightforward algorithm supplemented when necessary by an interactive 'tidief. A novel feature of TopDraw is that the diagrams it produces are themselves PHIGS structures, which the application may edit and manipdate as required. TopDraw is a component of the PHIGS Toolkit, an emerging set of portable integrated tools for PHIGS environments.
Toby Howard
Comput. Graph. Forum1
1988 A shareable centralised database for KRT3: A hierarchical graphics system based on PHIGS
Toby Howard
Comput. Graph.1
1987 A Shareable Centralised Database of KRT3 - A Hierarchical Graphics System Based on PHIGS
abstract
The Programmer’s Hierarchical Interactive Graphics System (PHIGS), currently under development by ISO, is a specification of a set of functions for device-independent computer graphics programming, supporting dynamic interaction and hierarchically organised graphical data. A central aspect of an implementation of a system such as PHIGS is the provision of a compact and efficient representation for the graphical entities involved. This paper describes a centralised graphical database for KRT³, an experimental hierarchical graphics system based on PHIGS. It presents a discussion of the issues involved, and the experience gained, in the practical design and implementation of a database for hierarchical graphical data. A novel aspect of the design is that the database may be simultaneously shared by several application programs.
Toby Howard
Eurographics1