Robot vision
An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Tracking and data association
Applications of dynamic monocular machine vision
Machine Vision and Applications
Probability and statistics
Computer-controlled systems: theory and design (2nd ed.)
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Performance-driven facial animation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Using the bat: a six dimensional mouse for object placement
Proceedings on Graphics interface '88
Hands: a pattern theoretic study of biological shapes
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IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part I
Robust model-based motion tracking through the integration of search and estimation
International Journal of Computer Vision
Active vision
A framework for spatiotemporal control in the tracking of visual contours
International Journal of Computer Vision
Adaptive Control
Computational Geometry for Design and Manufacture
Computational Geometry for Design and Manufacture
IEEE Transactions on Pattern Analysis and Machine Intelligence
Recognizing Facial Expressions in Image Sequences Using Local Parameterized Models of Image Motion
International Journal of Computer Vision
Multidimensional Morphable Models: A Framework for Representing and Matching Object Classes
International Journal of Computer Vision
CONDENSATION—Conditional Density Propagation forVisual Tracking
International Journal of Computer Vision
Robust Tracking of Position and Velocity With Kalman Snakes
IEEE Transactions on Pattern Analysis and Machine Intelligence
Correspondence with Cumulative Similiarity Transforms
IEEE Transactions on Pattern Analysis and Machine Intelligence
Interacting with reflections in virtual environments
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Calibration-Free Augmented Reality
IEEE Transactions on Visualization and Computer Graphics
Computer Vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications
Elastically Adaptive Deformable Models
IEEE Transactions on Pattern Analysis and Machine Intelligence
Partitioned Sampling, Articulated Objects, and Interface-Quality Hand Tracking
ECCV '00 Proceedings of the 6th European Conference on Computer Vision-Part II
Applying visual curve tracking to graphics
CA '95 Proceedings of the Computer Animation
Affine Object Representations for Calibration-Free Augmented Reality
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Unsupervised Learning of Human Motion
IEEE Transactions on Pattern Analysis and Machine Intelligence
Sparse Bayesian Learning for Efficient Visual Tracking
IEEE Transactions on Pattern Analysis and Machine Intelligence
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Recent developments in video-tracking allow the outlines of moving, natural objects in a video-camera input stream to be tracked live, at full video-rate. Previous systems have been available to do this for specially illuminated objects or for naturally illuminated but polyhedral objects. Other systems have been able to track nonpolyhedral objects in motion, in some cases from live video, but following only centroids or key-points rather than tracking whole curves. The system described here can track accurately the curved silhouettes of moving non-polyhedral objects at frame-rate, for example hands, lips, legs, vehicles, fruit, and without any special hardware beyond a desktop workstation and a video-camera and framestore.The new algorithms are a synthesis of methods in deformable models, B-splines curve representation and control theory. This paper shows how such a facility can be used to turn parts of the body—for instance, hands and lips—into input devices. Rigid motion of a hand can be used as a 3D mouse with non-rigid gestures signalling a button press or the “lifting” of the mouse. Both rigid and non-rigid motions of lips can be tracked independently and used as inputs, for example to animate a computer-generated face.