14 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...

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...

Real-time variable rigidity texture mapping

Conference Proceeding
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 Production. https://doi.org/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...

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...

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...

L3V: A Layered Video Format for 3D Display

Conference Proceeding
Mitchell, K., Sinclair, D., Kosek, M., & Swaford, N. (2014)
L3V: A Layered Video Format for 3D Display
We present a layered video format for 3D interactive display which adapts and exploits well-developed 2D codecs with layer centric packing for real-time user perspective playb...

Carpet unrolling for character control on uneven terrain

Conference Proceeding
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 Gameshttps://doi.org/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...

Latency aware foveated rendering in unreal engine 4

Conference Proceeding
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 Productionhttps://doi.org/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...

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...