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Helgason, I., Bradley, J., & Egan, C. (2011, March). This pervasive day: design and development case study. Paper presented at i-Docs, A Symposium on Interactive Documentary, Watershed Media Centre Bristol, UK
This presentation will describe the development process, and the underpinning rationale, behind a multi-format, interactive exhibition and online documentary. This project, to...
Koniaris, B., Kosek, M., Sinclair, D., & Mitchell, K. (2018). GPU-accelerated depth codec for real-time, high-quality light field reconstruction. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 1(1), 1-15. doi:10.1145/3203193
Pre-calculated depth information is essential for efficient light field video rendering, due to the prohibitive cost of depth estimation from color when real-time performance ...
Calian, D. A., Lalonde, J., Gotardo, P., Simon, T., Matthews, I., & Mitchell, K. (2018). From Faces to Outdoor Light Probes. Computer Graphics Forum, 37(2), 51-61. doi:10.1111/cgf.13341
Image‐based lighting has allowed the creation of photo‐realistic computer‐generated content. However, it requires the accurate capture of the illumination conditions, a task n...
Scottish Funding Council
This project will focus on the design and development of a distributed software architecture for the platform with innovative technology approaches. This includes microservices with containerisation, ...
The solution for the synchronisation issue was to include a simultaneous animation of the journey and the weather data. This provided an intuitive visualisation of two independent sets of data.
Pan, Y., Sinclair, D., & Mitchell, K. (2018). Empowerment and embodiment for collaborative mixed reality systems: Empowerment and Embodiment. Computer Animation and Virtual Worlds, 29(3-4), e1838. https://doi.org/10.1002/cav.1838
We present several mixed‐reality‐based remote collaboration settings by using consumer head‐mounted displays. We investigated how two people are able to work together in these...
Koniaris, C., Kosek, M., Sinclair, D., & Mitchell, K. (2019). Compressed Animated Light Fields with Real-time View-dependent Reconstruction. IEEE Transactions on Visualization and Computer Graphics, 25(4), 1666-1680. https://doi.org/10.1109/tvcg.2018.2818156
We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion....
Li, Y., Ma, L., Fan, H., & Mitchell, K. (2018). Feature-preserving detailed 3D face reconstruction from a single image. In CVMP '18 Proceedings of the 15th ACM SIGGRAPH European Conference on Visual Media Productiondoi:10.1145/3278471.3278473
Dense 3D face reconstruction plays a fundamental role in visual media production involving digital actors. We improve upon high fidelity reconstruction from a single 2D photo ...
Casas, L., Ciccone, L., Çimen, G., Wiedemann, P., Fauconneau, M., Sumner, R. W., & Mitchell, K. (2018). Multi-reality games: an experience across the entire reality-virtuality continuum. In Proceedings of the VRCAI2018doi:10.1145/3284398.3284411
Interactive play can take very different forms, from playing with physical board games to fully digital video games. In recent years, new video game paradigms were introduced ...
Casas, L., Fauconneau, M., Kosek, M., Mclister, K., & Mitchell, K. (2018). Image Based Proximate Shadow Retargeting. In Proceedings of Computer Graphics & Visual Computing (CGVC) 2018https://doi.org/10.2312/cgvc.20181206
We introduce Shadow Retargeting which maps real shadow appearance to virtual shadows given a corresponding deformation of scene geometry, such that appearance is seamlessly ma...
Kosek, M., Koniaris, B., Sinclair, D., Markova, D., Rothnie, F., Smoot, L., & Mitchell, K. (2017). IRIDiuM+: deep media storytelling with non-linear light field video. In SIGGRAPH '17 ACM SIGGRAPH 2017 VR Villagedoi:10.1145/3089269.3089277
We present immersive storytelling in VR enhanced with non-linear
sequenced sound, touch and light. Our Deep Media (Rose 2012) aim
is to allow for guests to physically enter re...
Pilgrim, S. J., Aguado, A., Mitchell, K. & Steed, A. (2005). Progressive skinning for video game character animations. doi:10.1145/1179849.1179992. ISBN 1595933646
Davison, B., & Buckner, K. (2004). Instant messaging: using log files to identify patterns of interaction in group of teenage users. In A. Sloane (Ed.), Home-oriented informatics and telematics : proceedings of the IFIP WG 9.3 HOIT2005 conference, 277 - 290. doi:10.1007/11402985_20
This paper presents preliminary findings on teenagers’ use of instant messaging (IM) as an example of an Internet technology. The results are quantitative, being drawn from th...
The necessity for scientists and others to use consistent terminology has recently been regarded as fundamental to advancing ...
Augmented Reality (AR) aims to extend the physical world through virtual content. To perform such addition in an unnoticeable way, a vari...