Kenny Mitchell
Kenny Mitchell

Prof Kenny Mitchell

Professor

Biography

Professor Kenny Mitchell is a Technical Director of Rendering at Roblox Corporation and chair of Video Game Technology at Edinburgh Napier University providing practical technology solutions for video games, Disney theme parks, movie production, and immersive media. Over the past 20 years he has shipped video games ground breaking high-end graphics technologies including voxels, volumetric light scattering, motion blur, light field and deep learning methods. His Ph.D. founded real-time 3D graphics for information visualization on consumer hardware. Whilst leading technology into movie franchise video games like Harry Potter, the BAFTA award winning Boom Blox with Stephen Spielberg, Star Wars augmented reality photos, and image quality for CG (Finding Dory) & live action (Pirates of the Caribbean) films, he currently has over 50 patent inventions. He has built and managed research groups up to 20 people, and projects with international consortia of up to 24 companies/universities.
He is Principal Investigator for Napier as part the EU ITN project DISTRO with PhD studentships to offer for immediate start.
Past and current PhD and MPhil supervisions
Simon Pilgrim (UCL), Babis Koniaris (Bath), Nick Swafford (Bath), Gwyneth Bradbury (UCL), Dan Calian (UCL), Isadora Sanna (Bath), Llogari Casas Cambra (ENU), Angeliki Glynou (ENU), Caio Brito (U Montreal), David Sinclair (Edinburgh University).
He serves on the board of InGAME, as past chair of ACM SIGGRAPH I3D, CVMP and VRCAI and current Editorial Board of IEEE Computers and Graphics and ACM Computer Graphics and Interactive Techniques, on the EPSRC strategic advisory network including the UK Digital Economy Impact Review, USA NSF scoping in immersive technologies.
https://www.mobygames.com/developer/sheet/view/developerId,43106/, https://www.imdb.com/name/nm7376664/, BAFTA, ACM Pioneer, IEEE Senior. https://twitter.com/farpeek Roblox: ProfessorKJM & farpeekl
Personal Page: farpeek.com

Esteem

Editorial Activity

  • Kenny Mitchell joins Editorial Board of IEEE Computers and Graphics

 

Fellowships and Awards

  • Professor Kenny Mitchell gets Best Paper award at ACM Conference on Visual Media Production

 

Invited Speaker

  • Prof K Mitchell to give Keynote talk at Eurographics UK.

 

Membership of Professional Body

  • IEEE Senior Member

 

Non-executive Directorship

  • Cobra Simulation Ltd

 

Spin-outs and Licences

  • 3FINERY Ltd co-founder and CTO

 

Date


84 results

Rapid one-shot acquisition of dynamic VR avatars

Conference Proceeding
Malleson, C., Kosek, M., Klaudiny, M., Huerta, I., Bazin, J., Sorkine-Hornung, A., …Mitchell, K. (2017)
Rapid one-shot acquisition of dynamic VR avatars. In IEEE 2017 Virtual Reality (VR). https://doi.org/10.1109/vr.2017.7892240
We present a system for rapid acquisition of bespoke, animatable, full-body avatars including face texture and shape. A blendshape rig with a skeleton is used as a template fo...

Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering

Conference Proceeding
Iglesias-Guitian, J. A., Moon, B., & Mitchell, K. (2016)
Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering. In Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016)
Area lighting computation is a key component for synthesizing photo-realistic rendered images, and it simulates plausible soft shadows by considering geometric relationships b...

Synthetic Prior Design for Real-Time Face Tracking

Conference Proceeding
McDonagh, S., Klaudiny, M., Bradley, D., Beeler, T., Matthews, I., & Mitchell, K. (2016)
Synthetic Prior Design for Real-Time Face Tracking. In 2016 Fourth International Conference on 3D Vision (3DV),. https://doi.org/10.1109/3dv.2016.72
Real-time facial performance capture has recently been gaining popularity in virtual film production, driven by advances in machine learning, which allows for fast inference o...

Real-time Physics-based Motion Capture with Sparse Sensors

Conference Proceeding
Andrews, S., Huerta, I., Komura, T., Sigal, L., & Mitchell, K. (2016)
Real-time Physics-based Motion Capture with Sparse Sensors. In Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016)https://doi.org/10.1145/2998559.2998564
We propose a framework for real-time tracking of humans using sparse multi-modal sensor sets, including data obtained from optical markers and inertial measurement units. A sm...

Pixel history linear models for real-time temporal filtering.

Journal Article
Iglesias-Guitian, J. A., Moon, B., Koniaris, C., Smolikowski, E., & Mitchell, K. (2016)
Pixel history linear models for real-time temporal filtering. Computer Graphics Forum, 35(7), 363-372. https://doi.org/10.1111/cgf.13033
We propose a new real-time temporal filtering and antialiasing (AA) method for rasterization graphics pipelines. Our method is based on Pixel History Linear Models (PHLM), a n...

Integrating real-time fluid simulation with a voxel engine

Journal Article
Zadick, J., Kenwright, B., & Mitchell, K. (2016)
Integrating real-time fluid simulation with a voxel engine. The Computer Games Journal, 5(1-2), 55-64. https://doi.org/10.1007/s40869-016-0020-5
We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. http://minecraft.gamepedia.com/Liquid), thus ...

Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings

Journal Article
Bitterli, B., Rousselle, F., Moon, B., Iglesias-Guitián, J. A., Adler, D., Mitchell, K., …Novák, J. (2016)
Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings. Computer Graphics Forum, 35(4), 107-117. https://doi.org/10.1111/cgf.12954
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide ran...

IRIDiuM: immersive rendered interactive deep media

Conference Proceeding
Koniaris, B., Israr, A., Mitchell, K., Huerta, I., Kosek, M., Darragh, K., …Moon, B. (2016)
IRIDiuM: immersive rendered interactive deep media. https://doi.org/10.1145/2929490.2929496
Compelling virtual reality experiences require high quality imagery as well as head motion with six degrees of freedom. Most existing systems limit the motion of the viewer (p...

Stereohaptics: a haptic interaction toolkit for tangible virtual experiences

Conference Proceeding
Israr, A., Zhao, S., McIntosh, K., Schwemler, Z., Fritz, A., Mars, J., …Mitchell, K. (2016)
Stereohaptics: a haptic interaction toolkit for tangible virtual experiences. In SIGGRAPH '16: ACM SIGGRAPH 2016 Studio. https://doi.org/10.1145/2929484.2970273
With a recent rise in the availability of affordable head mounted gear sets, various sensory stimulations (e.g., visual, auditory and haptics) are integrated to provide seamle...

User, metric, and computational evaluation of foveated rendering methods

Conference Proceeding
Swafford, N. T., Iglesias-Guitian, J. A., Koniaris, C., Moon, B., Cosker, D., & Mitchell, K. (2016)
User, metric, and computational evaluation of foveated rendering methods. In SAP '16 Proceedings of the ACM Symposium on Applied Perception. https://doi.org/10.1145/2931002.2931011
Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost...

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