 | 2011 |
| 11 |  | Edmond S. L. Ho,
Taku Komura:
A finite state machine based on topology coordinates for wrestling games.
Journal of Visualization and Computer Animation 22(5): 435-443 (2011) |
| 2010 |
| 10 |  | Edmond S. L. Ho,
Taku Komura,
Subramanian Ramamoorthy,
Sethu Vijayakumar:
Controlling humanoid robots in topology coordinates.
IROS 2010: 178-182 |
| 9 |  | Edmond S. L. Ho,
Taku Komura,
Chiew-Lan Tai:
Spatial relationship preserving character motion adaptation.
ACM Trans. Graph. 29(4): (2010) |
| 2009 |
| 8 |  | Edmond S. L. Ho,
Taku Komura:
Real-Time Character Control for Wrestling Games.
MIG 2009: 128-137 |
| 7 |  | Edmond S. L. Ho,
Taku Komura:
Character Motion Synthesis by Topology Coordinates.
Comput. Graph. Forum 28(2): 299-308 (2009) |
| 6 |  | Edmond S. L. Ho,
Taku Komura:
Indexing and Retrieving Motions of Characters in Close Contact.
IEEE Trans. Vis. Comput. Graph. 15(3): 481-492 (2009) |
| 2008 |
| 5 |  | Taku Komura,
Hubert P. H. Shum,
Edmond S. L. Ho:
Simulating Interactions of Characters.
MIG 2008: 94-103 |
| 2007 |
| 4 |  | Edmond S. L. Ho,
Taku Komura:
Planning tangling motions for humanoids.
Humanoids 2007: 507-512 |
| 3 |  | Edmond S. L. Ho,
Taku Komura:
Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions.
Pacific Conference on Computer Graphics and Applications 2007: 427-430 |
| 2005 |
| 2 |  | Edmond S. L. Ho,
Taku Komura,
Rynson W. H. Lau:
Computing inverse kinematics with linear programming.
VRST 2005: 163-166 |
| 1 |  | Taku Komura,
Edmond S. L. Ho,
Rynson W. H. Lau:
Animating reactive motion using momentum-based inverse kinematics.
Journal of Visualization and Computer Animation 16(3-4): 213-223 (2005) |