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Real-time rendering with compressed animated light fields. (2017)
Presentation / Conference Contribution
Koniaris, B., Kosek, M., Sinclair, D., & Mitchell, K. (2017, May). Real-time rendering with compressed animated light fields. Presented at 43rd Graphics Interface Conference

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. By transforming offline rendered movie content into a novel immersive repr... Read More about Real-time rendering with compressed animated light fields..

Real-Time Multi-View Facial Capture with Synthetic Training (2017)
Journal Article
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. https://doi.org/10.1111/cgf.13129

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 capture in real-time from multi-view helmet camera data, employing an actor sp... Read More about Real-Time Multi-View Facial Capture with Synthetic Training.

Noise Reduction on G-Buffers for Monte Carlo Filtering: Noise Reduction on G-Buffers for Monte Carlo Filtering (2017)
Journal Article
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, 36(8), 600-612. https://doi.org/10.1111/cgf.13155

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 and depth images. Our pre-filtering uses world positions and their variances... Read More about Noise Reduction on G-Buffers for Monte Carlo Filtering: Noise Reduction on G-Buffers for Monte Carlo Filtering.

Tasks and visual techniques for the exploration of temporal graph data (2017)
Thesis
Kerracher, N. Tasks and visual techniques for the exploration of temporal graph data. (Thesis). Edinburgh Napier University. http://researchrepository.napier.ac.uk/Output/977758

This thesis considers the tasks involved in exploratory analysis of temporal graph data, and the visual techniques which are able to support these tasks.

There has been an enormous increase in the amount and availability of graph (network) data,... Read More about Tasks and visual techniques for the exploration of temporal graph data.

Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering (2016)
Presentation / Conference Contribution
Iglesias-Guitian, J. A., Moon, B., & Mitchell, K. (2016, December). Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering. Presented at CVMP, The 13th European Conference on Visual Media Production, London, UK

Area lighting computation is a key component for synthesizing photo-realistic rendered images, and it simulates plausible soft shadows by considering geometric relationships between area lights and three-dimensional scenes, in some cases even account... Read More about Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering.

Pixel history linear models for real-time temporal filtering. (2016)
Journal Article
Iglesias-Guitian, J. A., Moon, B., Koniaris, C., Smolikowski, E., & Mitchell, K. (2016). Pixel history linear models for real-time temporal filtering. Computer Graphics Forum, 35(7), 363-372. https://doi.org/10.1111/cgf.13033

We propose a new real-time temporal filtering and antialiasing (AA) method for rasterization graphics pipelines. Our method is based on Pixel History Linear Models (PHLM), a new concept for modeling the history of pixel shading values over time using... Read More about Pixel history linear models for real-time temporal filtering..

MLCut: exploring multi-level cuts in dendrograms for biological data (2016)
Presentation / Conference Contribution
Vogogias, A., Kennedy, J., Archambault, D., Anne Smith, V., & Currant, H. (2016, September). MLCut: exploring multi-level cuts in dendrograms for biological data. Presented at Computer Graphics & Visual Computing (CGVC) 2016

Choosing a single similarity threshold for cutting dendrograms is not sufficient for performing hierarchical clustering analysis of heterogeneous data sets. In addition, alternative automated or semi-automated methods that cut dendrograms in multiple... Read More about MLCut: exploring multi-level cuts in dendrograms for biological data.

Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings (2016)
Journal Article
Bitterli, B., Rousselle, F., Moon, B., Iglesias-Guitián, J. A., Adler, D., Mitchell, K., Jarosz, W., & Novák, J. (2016). Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings. Computer Graphics Forum, 35(4), 107-117. https://doi.org/10.1111/cgf.12954

We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empiric... Read More about Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings.

Adaptive polynomial rendering (2016)
Presentation / Conference Contribution
Moon, B., McDonagh, S., Mitchell, K., & Gross, M. (2016, July). Adaptive polynomial rendering. Presented at ACM SIGGRAPH 2016, Anaheim, California, US

In this paper, we propose a new adaptive rendering method to improve the performance of Monte Carlo ray tracing, by reducing noise contained in rendered images while preserving high-frequency edges. Our method locally approximates an image with polyn... Read More about Adaptive polynomial rendering.

The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park (2016)
Presentation / Conference Contribution
Flint, T., Turner, P., & Banach, A. (2016, June). The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park. Presented at 15th International Conference on Interaction Design and Children - IDC '16

This is a demonstration of a Minecraft facsimile of Jupiter Artland, a sculpture park on the outskirts of Edinburgh. With the cooperation of primary school children we developed a mixed reality game employing Minecraft. Our aim is to investigate atta... Read More about The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park.

Hierarchical Clustering with Multiple-Height Branch-Cut Applied to Short Time-Series Gene Expression Data (2016)
Presentation / Conference Contribution
Vogogias, A., Kennedy, J., & Archambault, D. (2016, July). Hierarchical Clustering with Multiple-Height Branch-Cut Applied to Short Time-Series Gene Expression Data. Presented at Eurovis 2016

Rigid adherence to pre-specified thresholds and static graphical representations can lead to incorrect decisions on merging of clusters. As an alternative to existing automated or semi-automated methods, we developed a visual analytics approach for p... Read More about Hierarchical Clustering with Multiple-Height Branch-Cut Applied to Short Time-Series Gene Expression Data.

Guided ecological simulation for artistic editing of plant distributions in natural scenes (2015)
Journal Article
Bradbury, G. A., Subr, K., Koniaris, C., Mitchell, K., & Weyrich, T. (2015). Guided ecological simulation for artistic editing of plant distributions in natural scenes. The Journal of Computer Graphics Techniques, 4(4), 28-53

In this paper we present a novel approach to author vegetation cover of large natural scenes. Unlike stochastic scatter-instancing tools for plant placement (such as multi-class blue noise generators), we use a simulation based on ecological processe... Read More about Guided ecological simulation for artistic editing of plant distributions in natural scenes.

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.

AniMorph: animation driven audio mosaicing. (2015)
Presentation / Conference Contribution
Tsiros, A., & LePlâtre, G. (2015, July). AniMorph: animation driven audio mosaicing. Presented at Electronic Visualisation and the Arts (EVA 2015)

This paper describes AniMorph a system for animation driven Concatenative Sound Synthesis (CSS). We can distinguish between two main application domains of CSS in the context of music technology: target sound re-synthesis, and free sound synthesis. T... Read More about AniMorph: animation driven audio mosaicing..

The believability of hyper realistic characters in animated movies. (2015)
Presentation / Conference Contribution
Hetherington, R. (2015, June). The believability of hyper realistic characters in animated movies. Presented at Multimedia, Interaction, Design and Innovation - International Conference

In a pilot study, participants were asked to watch sets of short movie excerpts featuring performances of a human actor, and 5 animated characters of varying human likeness and eeriness. After viewing, scales were used to estimate the believability o... Read More about The believability of hyper realistic characters in animated movies..

City | Data | Future: envisioning interactions in hybrid urban space. (2015)
Presentation / Conference Contribution
Mitrović, I., Smyth, M., Helgason, I., & Mitrovic, I. (2015, June). City | Data | Future: envisioning interactions in hybrid urban space. Presented at 2015 ACM SIGCHI Conference on Creativity and Cognition

The City | Data | Future installation is a collection of “design fiction” video scenarios that speculate about the experience of urban life and how it might change in the near future. These visions were collaboratively created over the course of an i... Read More about City | Data | Future: envisioning interactions in hybrid urban space..

A Task Taxonomy for Temporal Graph Visualisation (2015)
Journal Article
Kerracher, N., Kennedy, J., & Chalmers, K. (2015). A Task Taxonomy for Temporal Graph Visualisation. IEEE Transactions on Visualization and Computer Graphics, 21(10), 1160-1172. https://doi.org/10.1109/tvcg.2015.2424889

By extending and instantiating an existing formal task framework, we define a task taxonomy and task design space for temporal graph visualisation. We discuss the process involved in their generation, and describe how the design space can be ‘sliced... Read More about A Task Taxonomy for Temporal Graph Visualisation.

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.

Planar character animation using genetic algorithms and GPU parallel computing (2014)
Journal Article
Kenwright, B. (2014). Planar character animation using genetic algorithms and GPU parallel computing. Entertainment Computing, 5(4), 285-294. https://doi.org/10.1016/j.entcom.2014.09.003

The emergence of evolving search techniques (e.g., genetic algorithms) has paved the way for innovative character animation solutions. For example, generating human movements without key-frame data. Instead character animations can be created using b... Read More about Planar character animation using genetic algorithms and GPU parallel computing.