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Outputs (88)

Efficient Rasterization for Edge-based 3D Object Tracking on Mobile Devices (2012)
Presentation / Conference Contribution
Kissling, E., Mitchell, K., Oskam, T., & Gross, M. (2012). Efficient Rasterization for Edge-based 3D Object Tracking on Mobile Devices. In SIGGRAPH Asia 2012 Technical Briefs (12:1-12:4). https://doi.org/10.1145/2407746.2407758

Augmented reality applications on hand-held devices suffer from the limited available processing power. While methods to detect the location of artificially textured markers within the scene are commonly used, geometric properties of three-dimensiona... Read More about Efficient Rasterization for Edge-based 3D Object Tracking on Mobile Devices.

Surround Haptics: Sending Shivers Down Your Spine (2011)
Presentation / Conference Contribution
Israr, A., Poupyrev, I., Ioffreda, C., Cox, J., Gouveia, N., Bowles, H., …Williams, T. (2011). Surround Haptics: Sending Shivers Down Your Spine. In ACM SIGGRAPH 2011 Emerging Technologies (14:1-14:1). https://doi.org/10.1145/2048259.2048273

Surround Haptics is a new tactile technology that uses a low-resolution grid of inexpensive vibrating actuators to generate high-resolution, continuous, moving tactile strokes on human skin [1]. The user would not feel the discrete tactile pulses and... Read More about Surround Haptics: Sending Shivers Down Your Spine.

Runtime Implementation of Modular Radiance Transfer. (2011)
Presentation / Conference Contribution
Loos, B., Antani, L., Mitchell, K., Nowrouzezahrai, D., Jarosz, W., & Sloan, P. (2011). Runtime Implementation of Modular Radiance Transfer. In ACM SIGGRAPH 2011 Talks (59:1-59:1). https://doi.org/10.1145/2037826.2037905

Real-time rendering of indirect lighting significantly enhances the sense of realism in video games. Unfortunately, previously including such effects often required time consuming scene dependent precomputation and heavy runtime computations unsuitab... Read More about Runtime Implementation of Modular Radiance Transfer..

Light factorization for mixed-frequency shadows in augmented reality (2011)
Presentation / Conference Contribution
Nowrouzezahrai, D., Geiger, S., Mitchell, K., Sumner, R., Jarosz, W., & Gross, M. (2011). Light factorization for mixed-frequency shadows in augmented reality. In Mixed and Augmented Reality (ISMAR), 2011 10th IEEE International Symposium on (173-179). h

Integrating animated virtual objects with their surroundings for high-quality augmented reality requires both geometric and radio-metric consistency. We focus on the latter of these problems and present an approach that captures and factorizes extern... Read More about Light factorization for mixed-frequency shadows in augmented reality.

OSCAM-optimized stereoscopic camera control for interactive 3D (2011)
Journal Article
Oskam, T., Hornung, A., Bowles, H., Mitchell, K., & Gross, M. (2011). OSCAM-optimized stereoscopic camera control for interactive 3D. ACM transactions on graphics, 30, 189. https://doi.org/10.1145/2024156.2024223

This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromis... Read More about OSCAM-optimized stereoscopic camera control for interactive 3D.

Capture and analysis of racing gameplay metrics (2011)
Journal Article
Jimenez, E., Mitchell, K., & Seron, F. (2011). Capture and analysis of racing gameplay metrics. IEEE Software, 28, 46-52. https://doi.org/10.1109/MS.2011.71

This article presents a flexible, extendable system called Tracktivity that can capture gameplay metrics in any type of leaderboard-based video game. This system incorporates novel visualizations, including a dynamic competition balancing (DCB) measu... Read More about Capture and analysis of racing gameplay metrics.

OSCAM - Optimized Stereoscopic Camera Control for Interactive 3D (2011)
Journal Article
Oskam, T., Hornung, A., Bowles, H., Mitchell, K., & Gross, M. (2011). OSCAM - Optimized Stereoscopic Camera Control for Interactive 3D. ACM transactions on graphics, 30, 189:1-189:8. https://doi.org/10.1145/2070781.2024223

This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromis... Read More about OSCAM - Optimized Stereoscopic Camera Control for Interactive 3D.

Split Second Motion Blur (2010)
Presentation / Conference Contribution
Ritchie, M., Modern, G., & Mitchell, K. (2010). Split Second Motion Blur. In ACM SIGGRAPH 2010 Talks (17:1-17:1). https://doi.org/10.1145/1837026.1837048

Motion blur is key to delivering a sense of speed in interactive video game rendering. Further, simulating accurate camera optical exposure properties and reduction of temporal aliasing brings us closer to high quality real-time rendering productions... Read More about Split Second Motion Blur.