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Outputs (63)

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.

Latency aware foveated rendering in unreal engine 4 (2015)
Presentation / Conference Contribution
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 Production. https://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 overall system latency and maintain perceptual losslessness. Our system de... Read More about Latency aware foveated rendering in unreal engine 4.

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.

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). Online view sampling for estimating depth from light fields. In 2015 IEEE International Conference on Image Processing (ICIP). https://doi.org/10.1109/icip.2015.7350981

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.

Adaptive rendering with linear predictions (2015)
Journal Article
Moon, B., Iglesias-Guitian, J. A., Yoon, S., & 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.

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.

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.

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.

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.

IRIDiuM+: deep media storytelling with non-linear light field video (2017)
Presentation / Conference Contribution
Kosek, M., Koniaris, B., Sinclair, D., Markova, D., Rothnie, F., Smoot, L., & Mitchell, K. (2017, July). IRIDiuM+: deep media storytelling with non-linear light field video. Presented at ACM SIGGRAPH 2017 VR Village on - SIGGRAPH '17, Los Angeles, California

We present immersive storytelling in VR enhanced with non-linear sequenced sound, touch and light. Our Deep Media (Rose 2012) aim is to allow for guests to physically enter rendered movies with novel non-linear storytelling capability. With the ab... Read More about IRIDiuM+: deep media storytelling with non-linear light field video.

Empowerment and embodiment for collaborative mixed reality systems: Empowerment and Embodiment (2018)
Journal Article
Pan, Y., Sinclair, D., & Mitchell, K. (2018). Empowerment and embodiment for collaborative mixed reality systems: Empowerment and Embodiment. Computer Animation and Virtual Worlds, 29(3-4), https://doi.org/10.1002/cav.1838

We present several mixed‐reality‐based remote collaboration settings by using consumer head‐mounted displays. We investigated how two people are able to work together in these settings. We found that the person in the AR system will be regarded as th... Read More about Empowerment and embodiment for collaborative mixed reality systems: Empowerment and Embodiment.

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.

GPU-accelerated depth codec for real-time, high-quality light field reconstruction (2018)
Journal Article
Koniaris, B., Kosek, M., Sinclair, D., & Mitchell, K. (2018). GPU-accelerated depth codec for real-time, high-quality light field reconstruction. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 1(1), 1-15. https://doi.org/10.1145/3203193

Pre-calculated depth information is essential for efficient light field video rendering, due to the prohibitive cost of depth estimation from color when real-time performance is desired. Standard state-of-the-art video codecs fail to satisfy such per... Read More about GPU-accelerated depth codec for real-time, high-quality light field reconstruction.

Compressed Animated Light Fields with Real-time View-dependent Reconstruction (2018)
Journal Article
Koniaris, C., Kosek, M., Sinclair, D., & Mitchell, K. (2019). Compressed Animated Light Fields with Real-time View-dependent Reconstruction. IEEE Transactions on Visualization and Computer Graphics, 25(4), 1666-1680. https://doi.org/10.1109/tvcg.2018.2818156

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 Compressed Animated Light Fields with Real-time View-dependent Reconstruction.

From Faces to Outdoor Light Probes (2018)
Journal Article
Calian, D. A., Lalonde, J., Gotardo, P., Simon, T., Matthews, I., & Mitchell, K. (2018). From Faces to Outdoor Light Probes. Computer Graphics Forum, 37(2), 51-61. https://doi.org/10.1111/cgf.13341

Image‐based lighting has allowed the creation of photo‐realistic computer‐generated content. However, it requires the accurate capture of the illumination conditions, a task neither easy nor intuitive, especially to the average digital photography en... Read More about From Faces to Outdoor Light Probes.

Feature-preserving detailed 3D face reconstruction from a single image (2018)
Presentation / Conference Contribution
Li, Y., Ma, L., Fan, H., & Mitchell, K. (2018, December). Feature-preserving detailed 3D face reconstruction from a single image. Presented at the 15th ACM SIGGRAPH European Conference, London, United Kingdom

Dense 3D face reconstruction plays a fundamental role in visual media production involving digital actors. We improve upon high fidelity reconstruction from a single 2D photo with a reconstruction framework that is robust to large variations in expre... Read More about Feature-preserving detailed 3D face reconstruction from a single image.

Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering (2016)
Presentation / Conference Contribution
Iglesias-Guitian, J. A., Moon, B., & Mitchell, K. (2016). Interactive Ray-Traced Area Lighting with Adaptive Polynomial Filtering. In Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016)

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.

Edinburgh Zoo Night Trail
Report
Innes, M., & Winton, E. Edinburgh Zoo Night Trail. Edinburgh Zoological Society

No abstract available.

Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses (2019)
Journal Article
Casas, L., Fauconneau, M., Kosek, M., Mclister, K., & Mitchell, K. (2019). Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses. Computers, 8(2), Article 29. https://doi.org/10.3390/computers8020029

Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow... Read More about Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses.

Photo-Realistic Facial Details Synthesis from Single Image (2019)
Presentation / Conference Contribution
Chen, A., Chen, Z., Zhang, G., Zhang, Z., Mitchell, K., & Yu, J. (2019, October). Photo-Realistic Facial Details Synthesis from Single Image. Presented at 2019 IEEE/CVF International Conference on Computer Vision (ICCV), Seoul, Korea

We present a single-image 3D face synthesis technique that can handle challenging facial expressions while recovering fine geometric details. Our technique employs expression analysis for proxy face geometry generation and combines supervised and uns... Read More about Photo-Realistic Facial Details Synthesis from Single Image.