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Dive into the research topics where Hubert P. H. Shum is active.

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Featured researches published by Hubert P. H. Shum.


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.


international conference on computer graphics and interactive techniques | 2008

Interaction patches for multi-character animation

Hubert P. H. Shum; Taku Komura; Masashi Shiraishi; Shuntaro Yamazaki

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, and these are stored as data structures called interaction patches. Then, during run-time, the system spatio-temporally concatenates the interaction patches to create scenes where a large number of characters closely interact with one another. Using our method, it is possible to automatically or interactively produce animations of crowds interacting with each other in a stylized way. The method can be used for a variety of applications including TV programs, advertisements and movies.


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.


interactive 3d graphics and games | 2008

Simulating interactions of avatars in high dimensional state space

Hubert P. H. Shum; Taku Komura; Shuntaro Yamazaki

Efficient computation of strategic movements is essential to control virtual avatars intelligently in computer games and 3D virtual environments. Such a module is needed to control non-player characters (NPCs) to fight, play team sports or move through a mass crowd. Reinforcement learning is an approach to achieve real-time optimal control. However, the huge state space of human interactions makes it difficult to apply existing learning methods to control avatars when they have dense interactions with other characters. In this research, we propose a new methodology to efficiently plan the movements of an avatar interacting with another. We make use of the fact that the subspace of meaningful interactions is much smaller than the whole state space of two avatars. We efficiently collect samples by exploring the subspace where dense interactions between the avatars occur and favor samples that have high connectivity with the other samples. Using the collected samples, a finite state machine (FSM) called Interaction Graph is composed. At run-time, we compute the optimal action of each avatar by minmax search or dynamic programming on the Interaction Graph. The methodology is applicable to control NPCs in fighting and ball-sports games.


international conference on image processing | 2005

Tracking the translational and rotational movement of the ball using high-speed camera movies

Hubert P. H. Shum; Taku Komura

Skills to spin the ball are important for athletes in many sports such as baseball, soccer and tennis. Recently, researchers in aerodynamics and sports science started to analyze the correlation of the rotation and the trajectory of the ball; high speed cameras are used to analyze the rotation of the ball. However, the analysis had to be done either manually, or under special lighting condition. In this paper, we propose a new algorithm to track the translation and rotation of the ball shot by high speed cameras under outdoor ambient light condition. Using our system, the athletes can analyze their skills by shooting their motion and the resultant rotation of the ball. It can also be used as a tool to enhance sports TV programs by providing further scientific information to the audience.


IEEE Transactions on Visualization and Computer Graphics | 2012

Simulating Multiple Character Interactions with Collaborative and Adversarial Goals

Hubert P. H. Shum; Taku Komura; Shuntaro Yamazaki

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 conflicting objectives simultaneously, our method separately evaluates the competition and collaboration of the interactions, integrating the scores to select an action that maximizes both criteria. We extend the idea of min-max search, normally used for strategic games such as chess. Using our method, animators can efficiently produce scenes of dense character interactions such as those in collective sports or martial arts. The method is especially effective for producing animations along story lines, where the characters must follow multiple objectives, while still accommodating geometric and kinematic constraints from the environment.


virtual reality software and technology | 2007

Simulating competitive interactions using singly captured motions

Hubert P. H. Shum; Taku Komura; Shuntaro Yamazaki

It is difficult to create scenes where multiple avatars are fighting / competing with each other. Manually creating the motions of avatars is time consuming due to the correlation of the movements between the avatars. Capturing the motions of multiple avatars is also difficult as it requires a huge amount of post-processing. In this paper, we propose a new method to generate a realistic scene of avatars densely interacting in a competitive environment. The motions of the avatars are considered to be captured individually, which will increase the easiness of obtaining the data. We propose a new algorithm called the temporal expansion approach which maps the continuous time action plan to a discrete space such that turn-based evaluation methods can be used. As a result, many mature algorithms in game such as the min-max search and α---β pruning can be applied. Using our method, avatars will plan their strategies taking into account the reaction of the opponent. Fighting scenes with multiple avatars are generated to demonstrate the effectiveness of our algorithm. The proposed method can also be applied to other kinds of continuous activities that require strategy planning such as sport games.


international conference on multimedia and expo | 2004

A spatiotemporal approach to extract the 3D trajectory of the baseball from a single view video sequence

Hubert P. H. Shum; Taku Komura

In this paper, we propose a new method to extract and calculate the 3D trajectory of a pitched baseball in a video clip. Compared to previous methods, which require video clips from multiple view points, only a single-view television clip is required for our method. Since global search methods based on dynamic programming are used to find the trajectory of the ball, the system is more robust than previous incremental methods. Therefore, our technique can be used to analyze the pitches not only in live TV programs, but also in previous games by famous pitchers. It is also possible to display the 3D trajectory of the baseball in a virtual environment from the viewpoint of the hitter. Pitchers can improve their skills by viewing the trajectory of their balls, and the hitters can view the pitches of various pitchers. As a result, our system can be used for baseball training, as well as for entertainment such as video games. The method to extract the ball from the scene is also applicable to sports such as tennis, volleyball, and soccer


IEEE Transactions on Image Processing | 2016

Discriminative Semantic Subspace Analysis for Relevance Feedback

Lining Zhang; Hubert P. H. Shum; Ling Shao

Content-based image retrieval (CBIR) has attracted much attention during the past decades for its potential practical applications to image database management. A variety of relevance feedback (RF) schemes have been designed to bridge the gap between low-level visual features and high-level semantic concepts for an image retrieval task. In the process of RF, it would be impractical or too expensive to provide explicit class label information for each image. Instead, similar or dissimilar pairwise constraints between two images can be acquired more easily. However, most of the conventional RF approaches can only deal with training images with explicit class label information. In this paper, we propose a novel discriminative semantic subspace analysis (DSSA) method, which can directly learn a semantic subspace from similar and dissimilar pairwise constraints without using any explicit class label information. In particular, DSSA can effectively integrate the local geometry of labeled similar images, the discriminative information between labeled similar and dissimilar images, and the local geometry of labeled and unlabeled images together to learn a reliable subspace. Compared with the popular distance metric analysis approaches, our method can also learn a distance metric but perform more effectively when dealing with high-dimensional images. Extensive experiments on both the synthetic data sets and a real-world image database demonstrate the effectiveness of the proposed scheme in improving the performance of the CBIR.


IEEE Transactions on Visualization and Computer Graphics | 2016

Kinect Posture Reconstruction Based on a Local Mixture of Gaussian Process Models

Zhiguang Liu; Liuyang Zhou; Howard Leung; Hubert P. H. Shum

Depth sensor based 3D human motion estimation hardware such as Kinect has made interactive applications more popular recently. However, it is still challenging to accurately recognize postures from a single depth camera due to the inherently noisy data derived from depth images and self-occluding action performed by the user. In this paper, we propose a new real-time probabilistic framework to enhance the accuracy of live captured postures that belong to one of the action classes in the database. We adopt the Gaussian Process model as a prior to leverage the position data obtained from Kinect and marker-based motion capture system. We also incorporate a temporal consistency term into the optimization framework to constrain the velocity variations between successive frames. To ensure that the reconstructed posture resembles the accurate parts of the observed posture, we embed a set of joint reliability measurements into the optimization framework. A major drawback of Gaussian Process is its cubic learning complexity when dealing with a large database due to the inverse of a covariance matrix. To solve the problem, we propose a new method based on a local mixture of Gaussian Processes, in which Gaussian Processes are defined in local regions of the state space. Due to the significantly decreased sample size in each local Gaussian Process, the learning time is greatly reduced. At the same time, the prediction speed is enhanced as the weighted mean prediction for a given sample is determined by the nearby local models only. Our system also allows incrementally updating a specific local Gaussian Process in real time, which enhances the likelihood of adapting to run-time postures that are different from those in the database. Experimental results demonstrate that our system can generate high quality postures even under severe self-occlusion situations, which is beneficial for real-time applications such as motion-based gaming and sport training.

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Taku Komura

University of Edinburgh

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Edmond S. L. Ho

Hong Kong Baptist University

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Howard Leung

City University of Hong Kong

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Joseph Henry

University of Edinburgh

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Shuntaro Yamazaki

National Institute of Advanced Industrial Science and Technology

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Liuyang Zhou

City University of Hong Kong

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Jie Li

Northumbria University

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Ling Shao

University of East Anglia

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