- Human Motion and Animation
- Evacuation and Crowd Dynamics
- Human Pose and Action Recognition
- Video Analysis and Summarization
- Urban Design and Spatial Analysis
- Computer Graphics and Visualization Techniques
- Traffic control and management
- Spatial Cognition and Navigation
- Robotic Path Planning Algorithms
- Data Visualization and Analytics
- Autonomous Vehicle Technology and Safety
- 3D Shape Modeling and Analysis
- Advanced Vision and Imaging
- Artificial Intelligence in Games
- Phonetics and Phonology Research
- Traffic and Road Safety
- Hand Gesture Recognition Systems
- Transportation Planning and Optimization
- Interconnection Networks and Systems
- Surgical Simulation and Training
- 3D Surveying and Cultural Heritage
- Voice and Speech Disorders
- Anatomy and Medical Technology
- Video Surveillance and Tracking Methods
- Augmented Reality Applications
York University
2014-2024
University Health Network
2017-2022
Toronto Rehabilitation Institute
2017-2022
Health Net
2019
Google (United States)
2017
University of California, Los Angeles
2003-2012
Rhythm (United states)
2009
UCLA Health
2006-2007
University of Toronto
1997-2002
Carnegie Mellon University
1999
Despite the apparent randomness of Internet, we discover some surprisingly simple power-laws Internet topology. These hold for three snapshots between November 1997 and December 1998, despite a 45% growth its size during that period. We show our fit real data very well resulting in correlation coefficients 96% or higher.Our observations provide novel perspective structure Internet. The describe concisely skewed distributions graph properties such as node outdegree. In addition, these can be...
Despite the apparent randomness of Internet, we discover some surprisingly simple power-laws Internet topology. These hold for three snapshots between November 1997 and December 1998, despite a 45% growth its size during that period. We show our fit real data very well resulting in correlation coefficients 96% or higher.Our observations provide novel perspective structure Internet. The describe concisely skewed distributions graph properties such as node outdegree. In addition, these can be...
An ambitious goal in the area of physics-based computer animation is creation virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire lifelike motor skills. To this end, control dynamic, anthropomorphic figures subject to gravity contact forces remains difficult open problem. We propose framework for composing controllers order enhance abilities such figures. A key contribution our composition an explicit model “pre-conditions” under which are...
Free form deformations (FFDs) are a popular tool for modeling and keyframe animation. The paper extends the use of FFDs to dynamic setting. Our goal is enable normally inanimate graphics objects, such as teapots tables, become animated, learn move about in charming, cartoon like manner. To achieve this goal, we implement system that can transform wide class objects into characters. formulation based on parameterized hierarchical augmented with Lagrangian dynamics, provides an efficient way...
Speech-driven facial motion synthesis is a well explored research topic. However, little has been done to model expressive visual behavior during speech. We address this issue using machine learning approach that relies on database of speech-related high-fidelity motions. From training set, we derive generative incorporates emotion control, while maintaining accurate lip-synching. The emotional content the input speech can be manually specified by user or automatically extracted from audio...
Modern chip multiprocessors (CMPs) are designed to exploit both instruction-level parallelism (ILP) within processors and thread-level (TLP) across processors. However, the number of granularity each processor fixed at design time. This paper evaluates a flexible architectural approach, called composable lightweight (or CLPs), that allows simple, low-power cores be aggregated together dynamically, forming larger, more powerful single-threaded without changing application binary. We evaluate...
In this paper we propose a general framework for local path-planning and steering that can be easily extended to perform high-level behaviors. Our is based on the concept of affordances - possible ways an agent interact with its environment. Each perceives environment through set vector scalar fields are represented in agent's space. This egocentric property allows us efficiently compute space-time plan. We then use these perception fitness measure every action, known as affordance field....
To further understand the effect of Parkinson's disease (PD) on articulatory movements in speech and to expand our knowledge therapeutic treatment strategies, this study examined jaw, tongue blade, dorsum during sentence production with respect intelligibility compared varying speaking styles these movements.Twenty-one speakers PD 20 healthy controls produced 3 sentences under normal, loud, clear, slow conditions. Speech was rated for each speaker. A 3-dimensional electromagnetic...
Next-generation steering algorithms will need to support thousands of believable individual agents, capable in very challenging situations with low-latency reactions. In this paper we propose a framework that offers three key contributions: (a) It integrates several models into single decision, (b) it employs novel space-time planning approach allow agents steer during complex local interactions, and (c) varies the frequency update each component (phase) drastically improve performance. We...
Interest has been growing in the behavioral animation of autonomous actors virtual worlds. However, authoring complicated interactions between multiple a way that balances control flexibility and automation remains considerable challenge. A proposed behavior-authoring framework gives users complete over domain system: state space, action cost executing actions. To specialize actors, uses effect modifiers, which modify existing definitions, constraints, prune choices state-dependent manner....
Abstract The majority of steering algorithms output only a force or velocity vector to an animation system, without modeling the constraints and capabilities human‐like movement. This simplistic approach lacks control over how character should navigate. paper proposes method that uses footsteps navigate characters in dynamic crowds. Instead oriented particle with single collision radius, we model character's center mass using 2D approximation inverted spherical pendulum bipedal locomotion....
Navigation and steering in complex dynamically changing environments is a challenging research problem, fundamental aspect of immersive virtual worlds. While there exist wide variety approaches for navigation steering, no definitive solution evaluating analyzing algorithms. Evaluating algorithm involves two major challenges: (a) characterizing generating the space possible scenarios that must solve, (b) defining evaluation criteria (metrics) applying them to solution. In this paper, we...
We implement a framework for animating interactive characters by combining kinematic animation with physical simulation. The combination of techniques allows the to exploit advantages each technique. For example, can perform natural-looking gaits and react dynamically unexpected situations. Kinematic such as those based on motion capture data create very animation. However, are not suitable modeling complex interactions between interacting characters. Physical simulation, other hand, is well...
We present a new method for editing speech related facial motions. Our uses an unsupervised learning technique, Independent Component Analysis (ICA), to extract set of meaningful parameters without any annotation the data. With ICA, we are able solve blind source separation problem and describe original data as linear combination two sources. One captures content (speech) other style (emotion). By manipulating independent components can edit motions in intuitive ways.
The error tolerance of human perception offers a range opportunities to trade numerical accuracy for performance in physics-based simulation. However, most prior work on perceptual either focus exclusively understanding the visual system or burden application developer with case-specific implementations such as Level-of-Detail (LOD) techniques. In this article, based detailed set metrics, we propose methodology identify maximum physics Then, apply evaluation four case studies. First, utilize...
Abstract Steering is a challenging task, required by nearly all agents in virtual worlds. There large and growing number of approaches for steering, it becoming increasingly important to ask fundamental question: how can we objectively compare steering algorithms? To our knowledge, there no standard way evaluating or comparing the quality solutions. This paper presents SteerBench : benchmark framework behaviors agents. We propose diverse set test cases, metrics evaluation, scoring method...
Abstract The layout of a building, real or virtual, affects the flow patterns its intended users. It is well established, for example, that placement pillars at proper locations can often facilitate pedestrian during evacuation building. Such considerations are therefore important architects, game level developers, and others whose domains involve agents navigating through buildings. In this paper, we take first steps towards developing simulation framework be used to study optimal...
Evacuation planning is an important and difficult task in building design. The proposed framework can identify optimal evacuation plans using decision points, which control the ratio of agents that select a particular route at specific spatial location. authors optimize these ratios to achieve best based on quantitatively validated metric for performance. This captures many aspects evacuation: total time, average agent speed, local density. approach was night club model incorporates real...
Data-driven approaches have been successfully used for realistic visual speech synthesis. However, little effort has devoted to real-time lip-synching interactive applications. In particular, algorithms that are based on a graph of motions notorious their exponential complexity. this paper, we present greedy search algorithm yields vastly superior performance and allows motion synthesis from large database motions. The time complexity the is linear with respect size an input utterance. our...
Future interactive entertainment applications will featurethe physical simulation of thousands interacting objectsusing explosions, breakable objects, and cloth effects. Whilethese require a tremendous amount performanceto satisfy the minimum frame rate 30 FPS, there is dramatic parallelism in future physics workloads.How architectures leverage parallelismto achieve real-time constraint?.
Editing recorded motions to make them suitable for different sets of environmental constraints is a general and difficult open problem. In this paper we solve significant part problem by modifying full-body with an interactive randomized motion planner. Our method able synthesize collision-free specified linkages multiple animated characters in synchrony the characters' motions. The proposed runs at speed dynamic environments realistic complexity. We demonstrate effectiveness our editing...
Despite technological advances in the tracking of surgical motions, automatic evaluation laparoscopic skills remains remote. A new method is proposed that combines multiple discrete motion analysis metrics. This compared with previously metric combination methods and shown to provide greater ability for classifying novice expert surgeons.For this study, 30 participants (four experts 26 novices) performed 696 trials three training tasks: peg transfer, pass rope, cap needle. Instrument motions...