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Prof Kenny Mitchell's Outputs (107)

Carpet unrolling for character control on uneven terrain (2015)
Presentation / Conference Contribution
Miller, M., Holden, D., Al-Ashqar, R., Dubach, C., Mitchell, K., & Komura, T. (2015, November). Carpet unrolling for character control on uneven terrain. Presented at MIG '15 Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games

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 local coordinate system embedded on the surface of a carpet. Given a terra... Read More about Carpet unrolling for character control on uneven terrain.

Augmented creativity: bridging the real and virtual worlds to enhance creative play (2015)
Presentation / Conference Contribution
Zünd, F., Ryffel, M., Magnenat, S., Marra, A., Nitti, M., Kapadia, M., Noris, G., Mitchell, K., Gross, M., & Sumner, R. W. (2015, November). Augmented creativity: bridging the real and virtual worlds to enhance creative play. Presented at SIGGRAPH ASIA 2015 Mobile Graphics and Interactive Applications on - SA '15

Augmented Reality (AR) holds unique and promising potential to bridge between real-world activities and digital experiences, allowing users to engage their imagination and boost their creativity. We propose the concept of Augmented Creativity as empl... Read More about Augmented creativity: bridging the real and virtual worlds to enhance creative play.

Adaptive rendering with linear predictions (2015)
Journal Article
Moon, B., Iglesias-Guitian, J. A., Yoon, S.-E., & Mitchell, K. (2015). Adaptive rendering with linear predictions. ACM transactions on graphics, 34(4), 121:1-121:11. https://doi.org/10.1145/2766992

We propose a new adaptive rendering algorithm that enhances the
performance of Monte Carlo ray tracing by reducing the noise, i.e.,
variance, while preserving a variety of high-frequency edges in rendered
images through a novel prediction based re... Read More about Adaptive rendering with linear predictions.

Poxels: polygonal voxel environment rendering (2014)
Presentation / Conference Contribution
Miller, M., Cumming, A., Chalmers, K., Kenwright, B., & Mitchell, K. (2014, November). Poxels: polygonal voxel environment rendering. Presented at Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology - VRST '14

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 buffer pool. We show that our Poxel rendering primitive aligns with optimized r... Read More about Poxels: polygonal voxel environment rendering.

L3V: A Layered Video Format for 3D Display (2014)
Presentation / Conference Contribution
Mitchell, K., Sinclair, D., Kosek, M., & Swaford, N. (2014, November). L3V: A Layered Video Format for 3D Display. Presented at Conference on Visual Media Production, London

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 playback. We demonstrate our 3D video format for both handheld 3D on mobile devi... Read More about L3V: A Layered Video Format for 3D Display.

Content aware texture mapping on deformable surfaces (2014)
Patent
Koniaris, C., Cosker, D., Yang, X., Mitchell, K., & Matthews, I. (2014). Content aware texture mapping on deformable surfaces. US2014267306

A method is disclosed for reducing distortions introduced by deformation of a surface with an existing parameterization. In one embodiment, the distortions are reduced over a user-specified convex region in texture space ensuring optimization is loca... Read More about Content aware texture mapping on deformable surfaces.

Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination (2014)
Journal Article
Subr, K., Nowrouzezahrai, D., Jarosz, W., Kautz, J., & Mitchell, K. (2014). Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination. Computer Graphics Forum, 33(4), 93-102. https://doi.org/10.1111/cgf.12416

We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance-reduction strategies. Unfortunately, neither strategy improves the... Read More about Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination.

Survey of texture mapping techniques for representing and rendering volumetric mesostructure (2014)
Journal Article
Koniaris, B., Cosker, D., Yang, X., & Mitchell, K. (2014). Survey of texture mapping techniques for representing and rendering volumetric mesostructure. The Journal of Computer Graphics Techniques, 3(2), 18-60

Representation and rendering of volumetric mesostructure using texture mapping can potentially allow the display of highly detailed, animated surfaces at a low performance cost. Given the need for consistently more detailed and dynamic worlds rendere... Read More about Survey of texture mapping techniques for representing and rendering volumetric mesostructure.

Iterative image warping (2012)
Journal Article
Bowles, H., Mitchell, K., Sumner, R., Moore, J., & Gross, M. (2012). Iterative image warping. Computer Graphics Forum, 31, 237-246. https://doi.org/10.1111/j.1467-8659.2012.03002.x

Animated image sequences often exhibit a large amount of inter-frame coherence which standard rendering algorithms and pipelines are ill-equipped to exploit, limiting their efficiency. To address this inefficiency we transfer rendering results across... Read More about Iterative image warping.

Efficient Rasterization for Edge-based 3D Object Tracking on Mobile Devices (2012)
Presentation / Conference Contribution
Kissling, E., Mitchell, K., Oskam, T., & Gross, M. (2012, November). Efficient Rasterization for Edge-based 3D Object Tracking on Mobile Devices. Presented at GRAPHInternational Conference on Computer Graphics and Interactive Techniques

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.

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.

Modular Radiance Transfer (2011)
Presentation / Conference Contribution
Loos, B. J., Antani, L., Mitchell, K., Nowrouzezahrai, D., Jarosz, W., & Sloan, P.-P. (2011, December). Modular Radiance Transfer. Presented at SIGGRAPH Asia Conference

Runtime Implementation of Modular Radiance Transfer. (2011)
Presentation / Conference Contribution
Loos, B., Antani, L., Mitchell, K., Nowrouzezahrai, D., Jarosz, W., & Sloan, P.-P. (2011, November). Runtime Implementation of Modular Radiance Transfer. Presented at SIGGRAPH 2011

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..

Surround Haptics: Sending Shivers Down Your Spine (2011)
Presentation / Conference Contribution
Israr, A., Poupyrev, I., Ioffreda, C., Cox, J., Gouveia, N., Bowles, H., Brakis, A., Knight, B., Mitchell, K., & Williams, T. (2011, November). Surround Haptics: Sending Shivers Down Your Spine. Presented at SIGGRAPH '11

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.

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, October). Light factorization for mixed-frequency shadows in augmented reality. Presented at IEEE International Symposium on Mixed and Augmented Reality 2011

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, 189:1-189:8. 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, July). Split Second Motion Blur. Presented at GRAPHInternational Conference on Computer Graphics and Interactive Techniques

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.

Progressive skinning for video game character animations. (2006)
Presentation / Conference Contribution
Pilgrim, S. J., Aguado, A., Mitchell, K., & Steed, A. (2006, December). Progressive skinning for video game character animations. Presented at ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06

The perspective tunnel: An inside view on smoothly integrating detail and context. (1997)
Presentation / Conference Contribution
Mitchell, K., & Kennedy, J. (1997, April). The perspective tunnel: An inside view on smoothly integrating detail and context. Presented at Proc. of Eurographics Workshop on Visualisation in Scientific Computing

The perspective tunnel, a general kind of information visualisation artefact, embodies a visual form which exploits natural human visual perception. Perspective tunnels map information on to the floor, ceiling and walls of a tunnel, so that both ever... Read More about The perspective tunnel: An inside view on smoothly integrating detail and context..