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Dive into the research topics where Edmond S. L. Ho is active.

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Featured researches published by Edmond S. L. Ho.


international conference on computer graphics and interactive techniques | 2010

Spatial relationship preserving character motion adaptation

Edmond S. L. Ho; Taku Komura; Chiew-Lan Tai

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.


IEEE Transactions on Systems, Man, and Cybernetics | 2013

Real-Time Posture Reconstruction for Microsoft Kinect

Hubert P. H. Shum; Edmond S. L. Ho; Yang Jiang; Shu Takagi

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.


Computer Graphics Forum | 2009

Character Motion Synthesis by Topology Coordinates

Edmond S. L. Ho; Taku Komura

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.


virtual reality software and technology | 2012

Real-time physical modelling of character movements with microsoft kinect

Hubert P. H. Shum; Edmond S. L. Ho

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.


Computer Animation and Virtual Worlds | 2005

Animating reactive motion using momentum-based inverse kinematics

Taku Komura; Edmond S. L. Ho; Rynson W. H. Lau

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


IEEE Transactions on Visualization and Computer Graphics | 2009

Indexing and Retrieving Motions of Characters in Close Contact

Edmond S. L. Ho; Taku Komura

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.


ACM Transactions on Multimedia Computing, Communications, and Applications | 2013

Interactive partner control in close interactions for real-time applications

Edmond S. L. Ho; Jacky C. P. Chan; Taku Komura; Howard Leung

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.


Computer Vision and Image Understanding | 2016

Improving posture classification accuracy for depth sensor-based human activity monitoring in smart environments

Edmond S. L. Ho; Jacky C.P. Chan; Donald C.K. Chan; Hubert P. H. Shum; Yiu-ming Cheung; Pong Chi Yuen

A new posture classification framework for Kinect is proposed.Accuracy in classifying noisy postures is improved by considering the reliability of each joint.Reliability of a joint can be evaluated by the consistency in different aspects over time.Performance of classifier is improved by learning the weights of reliability terms. 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 users 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.


Computer Animation and Virtual Worlds | 2011

A finite state machine based on topology coordinates for wrestling games

Edmond S. L. Ho; Taku Komura

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


international conference on robotics and automation | 2013

Motion adaptation for humanoid robots in constrained environments

Edmond S. L. Ho; Hubert P. H. Shum

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.

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Taku Komura

University of Edinburgh

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Pong Chi Yuen

Hong Kong Baptist University

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Yiu-ming Cheung

Hong Kong Baptist University

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Jacky C.P. Chan

Hong Kong Baptist University

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Rynson W. H. Lau

City University of Hong Kong

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Joseph Henry

University of Edinburgh

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