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Koniaris, B., Kosek, M., Sinclair, D., & Mitchell, K. (2017). Real-time rendering with compressed animated light fields. In GI '17 Proceedings of the 43rd Graphics Interface Conference, 33-40. doi:10.20380/GI2017.05
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....
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)doi:10.1109/vr.2017.7892240. ISBN 978-1-5090-6647-6
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...
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),doi: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...
Scottish Funding Council
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.
Andrews, S., Huerta, I., Komura, T., Sigal, L., & Mitchell, K. (2016). Real-time Physics-based Motion Capture with Sparse Sensors. In CVMP 2016 Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016)doi: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...
Koniaris, B., Israr, A., Mitchell, K., Huerta, I., Kosek, M., Darragh, K., …Moon, B. (2016). IRIDiuM: immersive rendered interactive deep media. In n/adoi: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...
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 Studiodoi: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...
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 Perceptiondoi: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...
Kim, C., Subr, K., Mitchell, K., Sorkine-Hornung, A., & Gross, M. (2015). Online view sampling for estimating depth from light fields. In 2015 IEEE International Conference on Image Processing (ICIP)doi:10.1109/icip.2015.7350981
Geometric information such as depth obtained from light fields
finds more applications recently. Where and how to sample
images to populate a light field is an important probl...
Koniaris, C., Mitchell, K., & Cosker, D. (2015). Real-time variable rigidity texture mapping. In CVMP '15 Proceedings of the 12th European Conference on Visual Media Productiondoi:10.1145/2824840.2824850
Parameterisation of models is typically generated for a single pose, the rest pose. When a model deforms, its parameterisation characteristics change, leading to distortions i...
Swafford, N. T., Cosker, D., & Mitchell, K. (2015). Latency aware foveated rendering in unreal engine 4. In CVMP '15 Proceedings of the 12th European Conference on Visual Media Productiondoi:10.1145/2824840.2824863
We contribute a foveated rendering implementation in Unreal Engine 4 (UE4) and a straight-forward metric to allow calculation of rendered foveal region sizes to compensate for...
Miller, M., Holden, D., Al-Ashqar, R., Dubach, C., Mitchell, K., & Komura, T. (2015). Carpet unrolling for character control on uneven terrain. In MIG '15 Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Gamesdoi:10.1145/2822013.2822031
We propose a type of relationship descriptor based on carpet unrolling that computes the joint positions of a character based on the sum of relative vectors originating from a...
Pilgrim, S. J., Aguado, A., Mitchell, K. & Steed, A. (2005). Progressive skinning for video game character animations. doi:10.1145/1179849.1179992. ISBN 1595933646
Miller, M., Cumming, A., Chalmers, K., Kenwright, B. & Mitchell, K. (2013). Poxels: polygonal voxel environment rendering. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology - VRST '14, 235-236. doi:10.1145/2671015.2671125. ISBN 978-1-4503-3253-8
We present efficient rendering of opaque, sparse, voxel environments with data amplified in local graphics memory with stream-out from a geomery shader to a cached vertex buff...
Moon, B., Iglesias-Guitian, J. A., McDonagh, S. & Mitchell, K. (2017). Noise Reduction on G-Buffers for Monte Carlo Filtering: Noise Reduction on G-Buffers for Monte Carlo Filtering. Computer Graphics Forum. doi:10.1111/cgf.13155. ISSN 0167-7055
We propose a novel pre-filtering method that reduces the noise introduced by depth-of-field and motion blur effects in geometric
buffers (G-buffers) such as texture, normal an...
Klaudiny, M., McDonagh, S., Bradley, D., Beeler, T. & Mitchell, K. (2017). Real-Time Multi-View Facial Capture with Synthetic Training. Computer Graphics Forum. 36(2), 325-336. doi:10.1111/cgf.13129. ISSN 0167-7055
We present a real-time multi-view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high-quality markerless facial performance cap...
Augmented Reality (AR) aims to extend the physical world through virtual content. To perform such addition in an unnoticeable ...