We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformation...
Our goal is to automatically segment and recognize basic human actions, such as stand, walk and wave hands, from a sequence of joint positions or pose angles. Such recognition is d...
Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for ...
Edilson de Aguiar, Christian Theobalt, Sebastian T...
Direct use of the hand as an input device is an attractive method for providing natural human–computer interaction (HCI). Currently, the only technology that satisfies the adva...
Ali Erol, George Bebis, Mircea Nicolescu, Richard ...
Abstract--This work is dedicated to a statistical trajectorybased approach addressing two issues related to dynamic video content understanding: recognition of events and detection...
Alexandre Hervieu, Patrick Bouthemy, Jean-Pierre L...