Hubert P. H. Shum

According to our database1, Hubert P. H. Shum authored at least 79 papers between 2004 and 2021.

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Bibliography

2021
LMZMPM: Local Modified Zernike Moment Per-Unit Mass for Robust Human Face Recognition.
IEEE Trans. Inf. Forensics Secur., 2021

2020
Interaction-Based Human Activity Comparison.
IEEE Trans. Vis. Comput. Graph., 2020

A Unified Deep Metric Representation for Mesh Saliency Detection and Non-Rigid Shape Matching.
IEEE Trans. Multim., 2020

Resolving hand-object occlusion for mixed reality with joint deep learning and model optimization.
Comput. Animat. Virtual Worlds, 2020

Sparse metric-based mesh saliency.
Neurocomputing, 2020

Editorial: Special Issue on Machine Vision with Deep Learning.
Int. J. Comput. Vis., 2020

High-speed multi-person pose estimation with deep feature transfer.
Comput. Vis. Image Underst., 2020

Cumuliform cloud formation control using parameter-predicting convolutional neural network.
Graph. Model., 2020

Technical Note: Generating Realistic Fighting Scenes by Game Tree.
CoRR, 2020

Foreword to special section on motion, interactions and games.
Comput. Graph., 2020

Filtering techniques for channel selection in motor imagery EEG applications: a survey.
Artif. Intell. Rev., 2020

Unifying Person and Vehicle Re-Identification.
IEEE Access, 2020

Abnormal Infant Movements Classification With Deep Learning on Pose-Based Features.
IEEE Access, 2020

Single Sketch Image based 3D Car Shape Reconstruction with Deep Learning and Lazy Learning.
Proceedings of the 15th International Joint Conference on Computer Vision, 2020

2019
A generic framework for editing and synthesizing multimodal data with relative emotion strength.
Comput. Animat. Virtual Worlds, 2019

Curvature-based sparse rule base generation for fuzzy rule interpolation.
J. Intell. Fuzzy Syst., 2019

Multiview discriminative marginal metric learning for makeup face verification.
Neurocomputing, 2019

Spatio-temporal Manifold Learning for Human Motions via Long-horizon Modeling.
CoRR, 2019

A Hybrid metaheuristic Navigation Algorithm for robot Path rolling Planning in an unknown Environment.
Mechatron. Syst. Control., 2019

Illumination-Aware Multi-Task GANs for Foreground Segmentation.
IEEE Access, 2019

A Secure Authentication Protocol for Multi-Server-Based E-Healthcare Using a Fuzzy Commitment Scheme.
IEEE Access, 2019

Illumination-Based Data Augmentation for Robust Background Subtraction.
Proceedings of the 13th International Conference on Software, 2019

Prior-less 3D Human Shape Reconstruction with an Earth Mover's Distance Informed CNN.
Proceedings of the Motion, Interaction and Games, 2019

3D Car Shape Reconstruction from a Single Sketch Image.
Proceedings of the Motion, Interaction and Games, 2019

Automatic Sign Dance Synthesis from Gesture-based Sign Language.
Proceedings of the Motion, Interaction and Games, 2019

DSPP: Deep Shape and Pose Priors of Humans.
Proceedings of the Motion, Interaction and Games, 2019

An interactive motion analysis framework for diagnosing and rectifying potential injuries caused through resistance training.
Proceedings of the Motion, Interaction and Games, 2019

2018
CCESK: A Chinese Character Educational System Based on Kinect.
IEEE Trans. Learn. Technol., 2018

Action Recognition From Arbitrary Views Using Transferable Dictionary Learning.
IEEE Trans. Image Process., 2018

Data-Driven Crowd Motion Control With Multi-Touch Gestures.
Comput. Graph. Forum, 2018

High-quality compatible triangulations and their application in interactive animation.
Comput. Graph., 2018

Resolving occlusion for 3D object manipulation with hands in mixed reality.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Synthesizing Expressive Facial and Speech Animation by Text-to-IPA Translation with Emotion Control.
Proceedings of the 12th International Conference on Software, 2018

A Dual-Stream Recurrent Neural Network for Student Feedback Prediction using Kinect.
Proceedings of the 12th International Conference on Software, 2018

NETIVAR: NETwork Information Visualization based on Augmented Reality.
Proceedings of the 12th International Conference on Software, 2018

Saliency-Informed Spatio-Temporal Vector of Locally Aggregated Descriptors and Fisher Vectors for Visual Action Recognition.
Proceedings of the British Machine Vision Conference 2018, 2018

2017
Manifold Regularized Experimental Design for Active Learning.
IEEE Trans. Image Process., 2017

Filtered pose graph for efficient kinect pose reconstruction.
Multim. Tools Appl., 2017

Differential evolution algorithm as a tool for optimal feature subset selection in motor imagery EEG.
Expert Syst. Appl., 2017

Foreword to the Special Section on Motion in Games 2016.
Comput. Graph., 2017

Posture-based and action-based graphs for boxing skill visualization.
Comput. Graph., 2017

Unsupervised abnormal behaviour detection with overhead crowd video.
Proceedings of the 11th International Conference on Software, 2017

A motion classification approach to fall detection.
Proceedings of the 11th International Conference on Software, 2017

DanceDJ: A 3D Dance Animation Authoring System for Live Performance.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Kinect Posture Reconstruction Based on a Local Mixture of Gaussian Process Models.
IEEE Trans. Vis. Comput. Graph., 2016

Discriminative Semantic Subspace Analysis for Relevance Feedback.
IEEE Trans. Image Process., 2016

Improving posture classification accuracy for depth sensor-based human activity monitoring in smart environments.
Comput. Vis. Image Underst., 2016

Coordinated Crowd Simulation With Topological Scene Analysis.
Comput. Graph. Forum, 2016

Temporal clustering of motion capture data with optimal partitioning.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

TSK Inference with Sparse Rule Bases.
Proceedings of the Advances in Computational Intelligence Systems, 2016

Automatic dance generation system considering sign language information.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

SkillVis: a visualization tool for boxing skill assessment.
Proceedings of the 9th International Conference on Motion in Games, 2016

An interactive human morphing system with self-occlusion enhancement.
Proceedings of the 9th International Conference on Motion in Games, 2016

Human action recognition via skeletal and depth based feature fusion.
Proceedings of the 9th International Conference on Motion in Games, 2016

Arbitrary view action recognition via transfer dictionary learning on synthetic training data.
Proceedings of the 2016 IEEE International Conference on Robotics and Automation, 2016

Towards sparse rule base generation for fuzzy rule interpolation.
Proceedings of the 2016 IEEE International Conference on Fuzzy Systems, 2016

Experience-based rule base generation and adaptation for fuzzy interpolation.
Proceedings of the 2016 IEEE International Conference on Fuzzy Systems, 2016

2015
Multi-layer Lattice Model for Real-Time Dynamic Character Deformation.
Comput. Graph. Forum, 2015

High quality compatible triangulations for 2D shape morphing.
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015

2014
Interactive Formation Control in Complex Environments.
IEEE Trans. Vis. Comput. Graph., 2014

Human motion variation synthesis with multivariate Gaussian processes.
Comput. Animat. Virtual Worlds, 2014

Natural preparation behavior synthesis.
Comput. Animat. Virtual Worlds, 2014

Posture reconstruction using Kinect with a probabilistic model.
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, 2014

2013
Real-Time Posture Reconstruction for Microsoft Kinect.
IEEE Trans. Cybern., 2013

Topology Aware Data-Driven Inverse Kinematics.
Comput. Graph. Forum, 2013

Motion adaptation for humanoid robots in constrained environments.
Proceedings of the 2013 IEEE International Conference on Robotics and Automation, 2013

2012
Simulating Multiple Character Interactions with Collaborative and Adversarial Goals.
IEEE Trans. Vis. Comput. Graph., 2012

Real-time physical modelling of character movements with microsoft kinect.
Proceedings of the 18th ACM Symposium on Virtual Reality Software and Technology, 2012

Environment-aware Real-Time Crowd Control.
Proceedings of the 2012 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2012

2010
Physically-Based Character Control in Low Dimensional Space.
Proceedings of the Motion in Games - Third International Conference, 2010

2009
Angular momentum guided motion concatenation.
Comput. Animat. Virtual Worlds, 2009

2008
Interaction patches for multi-character animation.
ACM Trans. Graph., 2008

Emulating human perception of motion similarity.
Comput. Animat. Virtual Worlds, 2008

Simulating interactions of avatars in high dimensional state space.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008

Simulating Interactions of Characters.
Proceedings of the Motion in Games, First International Workshop, 2008

Finding repetitive patterns in 3D human motion captured data.
Proceedings of the 2nd International Conference on Ubiquitous Information Management and Communication, 2008

2007
Simulating competitive interactions using singly captured motions.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

2005
Tracking the translational and rotational movement of the ball using high-speed camera movies.
Proceedings of the 2005 International Conference on Image Processing, 2005

2004
A spatiotemporal approach to extract the 3D trajectory of the baseball from a single view video sequence.
Proceedings of the 2004 IEEE International Conference on Multimedia and Expo, 2004


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