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Props Alive: A Framework for Augmented Reality Stop Motion Animation (2020)
Presentation / Conference Contribution
Casas, L., Kosek, M., & Mitchell, K. (2017, March). Props Alive: A Framework for Augmented Reality Stop Motion Animation. Presented at 2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), Los Angeles, CA, USA

Stop motion animation evolved in the early days of cinema with the aim to create an illusion of movement with static puppets posed manually each frame. Current stop motion movies introduced 3D printing processes in order to acquire animations more ac... Read More about Props Alive: A Framework for Augmented Reality Stop Motion Animation.

Multi-reality games: an experience across the entire reality-virtuality continuum (2018)
Presentation / Conference Contribution
Casas, L., Ciccone, L., Çimen, G., Wiedemann, P., Fauconneau, M., Sumner, R. W., & Mitchell, K. (2018, December). Multi-reality games: an experience across the entire reality-virtuality continuum. Presented at the 16th ACM SIGGRAPH International Conference, Tokyo, Japan

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 to connect real-world objects to virtual game characters. However, even the... Read More about Multi-reality games: an experience across the entire reality-virtuality continuum.

Rapid one-shot acquisition of dynamic VR avatars (2017)
Presentation / Conference Contribution
Malleson, C., Kosek, M., Klaudiny, M., Huerta, I., Bazin, J.-C., Sorkine-Hornung, A., Mine, M., & Mitchell, K. (2017, March). Rapid one-shot acquisition of dynamic VR avatars. Presented at 2017 IEEE Virtual Reality (VR), Los Angeles, US

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 for customization. Identity blendshapes are used to customize the body and fa... Read More about Rapid one-shot acquisition of dynamic VR avatars.

Real-time Physics-based Motion Capture with Sparse Sensors (2016)
Presentation / Conference Contribution
Andrews, S., Huerta, I., Komura, T., Sigal, L., & Mitchell, K. (2016, December). Real-time Physics-based Motion Capture with Sparse Sensors. Presented at 13th European Conference on Visual Media Production (CVMP 2016) - CVMP 2016

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 small number of sensors leaves the performer unencumbered by not requiring de... Read More about Real-time Physics-based Motion Capture with Sparse Sensors.

IRIDiuM: immersive rendered interactive deep media (2016)
Presentation / Conference Contribution
Koniaris, B., Israr, A., Mitchell, K., Huerta, I., Kosek, M., Darragh, K., Malleson, C., Jamrozy, J., Swafford, N., Guitian, J., & Moon, B. (2017, July). IRIDiuM: immersive rendered interactive deep media. Presented at ACM SIGGRAPH 2016 VR Village on - SIGGRAPH '16

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 (prerecorded fixed position 360 video panoramas), or are limited in realism,... Read More about IRIDiuM: immersive rendered interactive deep media.

Stereohaptics: a haptic interaction toolkit for tangible virtual experiences (2016)
Presentation / Conference Contribution
Israr, A., Zhao, S., McIntosh, K., Schwemler, Z., Fritz, A., Mars, J., Bedford, J., Frisson, C., Huerta, I., Kosek, M., Koniaris, B., & Mitchell, K. (2016, July). Stereohaptics: a haptic interaction toolkit for tangible virtual experiences. Presented at ACM SIGGRAPH 2016 Studio on - SIGGRAPH '16, Anaheim, CA, US

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 seamlessly embodied virtual experience in areas such as education, entertainment,... Read More about Stereohaptics: a haptic interaction toolkit for tangible virtual experiences.

User, metric, and computational evaluation of foveated rendering methods (2016)
Presentation / Conference Contribution
Swafford, N. T., Iglesias-Guitian, J. A., Koniaris, C., Moon, B., Cosker, D., & Mitchell, K. (2016, July). User, metric, and computational evaluation of foveated rendering methods. Presented at Proceedings of the ACM Symposium on Applied Perception - SAP '16

Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the user's perception of a full quality render. W... Read More about User, metric, and computational evaluation of foveated rendering methods.

Online view sampling for estimating depth from light fields (2015)
Presentation / Conference Contribution
Kim, C., Subr, K., Mitchell, K., Sorkine-Hornung, A., & Gross, M. (2015, September). Online view sampling for estimating depth from light fields. Presented at 2015 IEEE International Conference on Image Processing (ICIP)

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 problem to
maximize the usability of information gathered for depth reconstru... Read More about Online view sampling for estimating depth from light fields.

Real-time variable rigidity texture mapping (2015)
Presentation / Conference Contribution
Koniaris, C., Mitchell, K., & Cosker, D. (2015, November). Real-time variable rigidity texture mapping. Presented at Proceedings of the 12th European Conference on Visual Media Production - CVMP '15

Parameterisation of models is typically generated for a single pose, the rest pose. When a model deforms, its parameterisation characteristics change, leading to distortions in the appearance of texture-mapped mesostructure. Such distortions are unde... Read More about Real-time variable rigidity texture mapping.

Latency aware foveated rendering in unreal engine 4 (2015)
Presentation / Conference Contribution
Swafford, N. T., Cosker, D., & Mitchell, K. (2015, November). Latency aware foveated rendering in unreal engine 4. Presented at Proceedings of the 12th European Conference on Visual Media Production - CVMP '15

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 overall system latency and maintain perceptual losslessness. Our system de... Read More about Latency aware foveated rendering in unreal engine 4.

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.

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.

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.

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.