Thomas J. Cashman
University of Lugano
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Publication
Featured researches published by Thomas J. Cashman.
international conference on computer graphics and interactive techniques | 2016
Jonathan Taylor; Lucas Bordeaux; Thomas J. Cashman; Bob Corish; Cem Keskin; Toby Sharp; Eduardo Soto; David Sweeney; Julien P. C. Valentin; Benjamin Luff; Arran Haig Topalian; Erroll Wood; Sameh Khamis; Pushmeet Kohli; Shahram Izadi; Richard Banks; Andrew W. Fitzgibbon; Jamie Shotton
Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Todays dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.
IEEE Transactions on Pattern Analysis and Machine Intelligence | 2013
Thomas J. Cashman; Andrew W. Fitzgibbon
3D morphable models are low-dimensional parameterizations of 3D object classes which provide a powerful means of associating 3D geometry to 2D images. However, morphable models are currently generated from 3D scans, so for general object classes such as animals they are economically and practically infeasible. We show that, given a small amount of user interaction (little more than that required to build a conventional morphable model), there is enough information in a collection of 2D pictures of certain object classes to generate a full 3D morphable model, even in the absence of surface texture. The key restriction is that the object class should not be strongly articulated, and that a very rough rigid model should be provided as an initial estimate of the “mean shape.” The model representation is a linear combination of subdivision surfaces, which we fit to image silhouettes and any identifiable key points using a novel combined continuous-discrete optimization strategy. Results are demonstrated on several natural object classes, and show that models of rather high quality can be obtained from this limited information.
Computer Graphics Forum | 2012
Thomas J. Cashman
Subdivision surfaces allow smooth free‐form surface modelling without topological constraints. They have become a fundamental representation for smooth geometry, particularly in the animation and entertainment industries. This survey summarizes research on subdivision surfaces over the last 15 years in three major strands: analysis, integration into existing systems and the development of new schemes. We also examine the reason for the low adoption of new schemes with theoretical advantages, explain why Catmull–Clark surfaces have become a de facto standard in geometric modelling, and conclude by identifying directions for future research.
computer vision and pattern recognition | 2016
David Joseph Tan; Thomas J. Cashman; Jonathan Taylor; Andrew W. Fitzgibbon; Daniel Tarlow; Sameh Khamis; Shahram Izadi; Jamie Shotton
We present a fast, practical method for personalizing a hand shape basis to an individual users detailed hand shape using only a small set of depth images. To achieve this, we minimize an energy based on a sum of render-and-compare cost functions called the golden energy. However, this energy is only piecewise continuous, due to pixels crossing occlusion boundaries, and is therefore not obviously amenable to efficient gradient-based optimization. A key insight is that the energy is the combination of a smooth low-frequency function with a high-frequency, low-amplitude, piecewisecontinuous function. A central finite difference approximation with a suitable step size can therefore jump over the discontinuities to obtain a good approximation to the energys low-frequency behavior, allowing efficient gradient-based optimization. Experimental results quantitatively demonstrate for the first time that detailed personalized models improve the accuracy of hand tracking and achieve competitive results in both tracking and model registration.
Computer Graphics Forum | 2012
Thomas J. Cashman; Kai Hormann
It is increasingly popular to represent non‐rigid motion using a deforming mesh sequence: a discrete sequence of frames, each of which is given as a mesh with a common graph structure. Such sequences have the flexibility to represent a wide range of mesh deformations used in practice, but they are also highly redundant, expensive to store, and difficult to edit in a time‐coherent manner. We address these limitations with a continuous representation that extracts redundancy in three separate phases, leading to separate editable signals in time, pose and shape. The representation can be applied to any deforming mesh sequence, in contrast to previous domain‐specific approaches. By modifying the three signal components, we demonstrate time‐coherent editing operations such as local repetition of part of a sequence, frame rate conversion and deformation transfer. We also show that our representation makes it possible to design new deforming sequences simply by sketching a curve in a 2D pose space.
Computer Graphics Forum | 2013
Stefano Marras; Thomas J. Cashman; Kai Hormann
Interpolation between compatible triangle meshes that represent different poses of some object is a fundamental operation in geometry processing. A common approach is to consider the static input shapes as points in a suitable shape space and then use simple linear interpolation in this space to find an interpolated shape. In this paper, we present a new interpolation technique that is particularly tailored for meshes that represent articulated shapes. It is up to an order of magnitude faster than state‐of‐the‐art methods and gives very similar results. To achieve this, our approach introduces a novel shape space that takes advantage of the underlying structure of articulated shapes and distinguishes between rigid parts and non‐rigid joints. This allows us to use fast vertex interpolation on the rigid parts and resort to comparatively slow edge‐based interpolation only for the joints.
computer vision and pattern recognition | 2017
Mariano Jaimez; Thomas J. Cashman; Andrew W. Fitzgibbon; Javier Gonzalez-Jimenez; Daniel Cremers
We present a novel strategy to shrink and constrain a 3D model, represented as a smooth spline-like surface, within the visual hull of an object observed from one or multiple views. This new background or silhouette term combines the efficiency of previous approaches based on an image-plane distance transform with the accuracy of formulations based on raycasting or ray potentials. The overall formulation is solved by alternating an inner nonlinear minization (raycasting) with a joint optimization of the surface geometry, the camera poses and the data correspondences. Experiments on 3D reconstruction and object tracking show that the new formulation corrects several deficiencies of existing approaches, for instance when modelling non-convex shapes. Moreover, our proposal is more robust against defects in the object segmentation and inherently handles the presence of uncertainty in the measurements (e.g. null depth values in images provided by RGB-D cameras).
vision modeling and visualization | 2012
Stefano Marras; Thomas J. Cashman; Kai Hormann
Interpolation between compatible triangle meshes that represent different poses of some object is a fundamental operation in geometry processing. A common approach is to consider the static input shapes as points in a suitable shape space and then use simple linear interpolation in this space to find an interpolated shape. In this paper, we present a new interpolation technique that is particularly tailored for meshes that represent articulated shapes. It is up to an order of magnitude faster than state-of-the-art methods and gives very similar results. To achieve this, our approach introduces a novel space shape that takes advantage of the underlying structure of articulated shapes and distinguishes between rigid parts and non-rigid joints. This allows us to use fast vertex interpolation on the rigid parts and resort to comparatively slow edge-based interpolation only for the joints.
workshop on applications of computer vision | 2018
Jan Svoboda; Thomas J. Cashman; Andrew W. Fitzgibbon
Archive | 2017
Jonathan Taylor; Thomas J. Cashman; Andrew W. Fitzgibbon; Toby Sharp; Jamie Shotton