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All Outputs (44)

Real-Time Posture Reconstruction for Microsoft Kinect (2013)
Journal Article
Shum, H. P., Ho, E. S., Jiang, Y., & Takagi, S. (2013). Real-Time Posture Reconstruction for Microsoft Kinect. IEEE Transactions on Cybernetics, 43(5), 1357-1369. https://doi.org/10.1109/tcyb.2013.2275945

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 fr... Read More about Real-Time Posture Reconstruction for Microsoft Kinect.

Interactive Formation Control in Complex Environments (2013)
Journal Article
Henry, J., Shum, H. P., & Komura, T. (2014). Interactive Formation Control in Complex Environments. IEEE Transactions on Visualization and Computer Graphics, 20(2), 211-222. https://doi.org/10.1109/tvcg.2013.116

The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories... Read More about Interactive Formation Control in Complex Environments.

Simulating Multiple Character Interactions with Collaborative and Adversarial Goals (2010)
Journal Article
Shum, H. P., Komura, T., & Yamazaki, S. (2012). Simulating Multiple Character Interactions with Collaborative and Adversarial Goals. IEEE Transactions on Visualization and Computer Graphics, 18(5), 741-752. https://doi.org/10.1109/tvcg.2010.257

This paper proposes a new methodology for synthesizing animations of multiple characters, allowing them to intelligently compete with one another in dense environments, while still satisfying requirements set by an animator. To achieve these two conf... Read More about Simulating Multiple Character Interactions with Collaborative and Adversarial Goals.

Interaction patches for multi-character animation (2008)
Journal Article
Shum, H. P., Komura, T., Shiraishi, M., & Yamazaki, S. (2008). Interaction patches for multi-character animation. ACM Transactions on Graphics, 27(5), Article 114. https://doi.org/10.1145/1409060.1409067

We propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game tree,... Read More about Interaction patches for multi-character animation.