Zobrazeno 1 - 10
of 22
pro vyhledávání: '"Thomas J. Cashman"'
Autor:
Erroll Wood, Tadas Baltrusaitis, Charlie Hewitt, Sebastian Dziadzio, Thomas J. Cashman, Jamie Shotton
Publikováno v:
2021 IEEE/CVF International Conference on Computer Vision (ICCV).
Autor:
Tim J. Hutton, Qi Ye, Toby Sharp, Federica Bogo, Andrew Fitzgibbon, Jingjing Shen, Jamie Shotton, Thomas J. Cashman
Publikováno v:
Computer Vision – ECCV 2020 ISBN: 9783030584511
ECCV (1)
ECCV (1)
Realtime perceptual and interaction capabilities in mixed reality require a range of 3D tracking problems to be solved at low latency on resource-constrained hardware such as head-mounted devices. Indeed, for devices such as HoloLens 2 where the CPU
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::e970d105f28641b679e30a901a91105b
https://doi.org/10.1007/978-3-030-58452-8_40
https://doi.org/10.1007/978-3-030-58452-8_40
Autor:
Erroll Wood, Julien Valentin, David Sweeney, Lucas Bordeaux, Cem Keskin, Benjamin Luff, Sameh Khamis, Eduardo Alberto Soto, Andrew Fitzgibbon, Jamie Shotton, Toby Sharp, Jonathan Taylor, Bob Corish, Arran Haig Topalian, Shahram Izadi, Richard M. Banks, Thomas J. Cashman, Pushmeet Kohli
Publikováno v:
ACM Transactions on Graphics. 35:1-12
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. Today's dominant paradigm uses machine
Publikováno v:
WACV
Embedded computer vision applications increasingly require the speed and power benefits of single-precision (32 bit) floating point. However, applications which make use of Levenberg-like optimization can lose significant accuracy when reducing to si
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::088428975bdbb6efacbec9de0eddd15e
http://arxiv.org/abs/1802.03773
http://arxiv.org/abs/1802.03773
Autor:
Javier Gonzalez-Jimenez, Mariano Jaimez, Daniel Cremers, Thomas J. Cashman, Andrew Fitzgibbon
Publikováno v:
CVPR
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 pr
Publikováno v:
Computer Graphics Forum. 32:258-270
Publikováno v:
Computer Aided Geometric Design. 30:398-409
The Lane-Riesenfeld algorithm for generating uniform B-splines provides a prototype for subdivision algorithms that use a refine and smooth factorization to gain arbitrarily high smoothness through efficient local rules. In this paper we generalize t
Autor:
Sameh Khamis, David Joseph Tan, Thomas J. Cashman, Andrew Fitzgibbon, Jonathan Taylor, Daniel Tarlow, Shahram Izadi, Jamie Shotton
Publikováno v:
CVPR
We present a fast, practical method for personalizing a hand shape basis to an individual user's 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 ca
Autor:
Kai Hormann, Thomas J. Cashman
Publikováno v:
COMPUTER GRAPHICS FORUM
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
Autor:
Thomas J. Cashman
Publikováno v:
COMPUTER GRAPHICS FORUM
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 resea