Multi-reality games: an experience across the entire reality-virtuality continuum
Casas, L., Ciccone, L., Çimen, G., Wiedemann, P., Fauconneau, M., Sumner, R. W., & Mitchell, K. (2018)
Multi-reality games: an experience across the entire reality-virtuality continuum. In Proceedings of the VRCAI2018https://doi.org/10.1145/3284398.3284411
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 ...
Rapid one-shot acquisition of dynamic VR avatars
Malleson, C., Kosek, M., Klaudiny, M., Huerta, I., Bazin, J., Sorkine-Hornung, A., …Mitchell, K. (2017)
Rapid one-shot acquisition of dynamic VR avatars. In IEEE 2017 Virtual Reality (VR). https://doi.org/10.1109/vr.2017.7892240
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 fo...
Real-time Physics-based Motion Capture with Sparse Sensors
Andrews, S., Huerta, I., Komura, T., Sigal, L., & Mitchell, K. (2016)
Real-time Physics-based Motion Capture with Sparse Sensors. In Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016)https://doi.org/10.1145/2998559.2998564
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 sm...
IRIDiuM: immersive rendered interactive deep media
Koniaris, B., Israr, A., Mitchell, K., Huerta, I., Kosek, M., Darragh, K., …Moon, B. (2016)
IRIDiuM: immersive rendered interactive deep media. https://doi.org/10.1145/2929490.2929496
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 (p...
Stereohaptics: a haptic interaction toolkit for tangible virtual experiences
Israr, A., Zhao, S., McIntosh, K., Schwemler, Z., Fritz, A., Mars, J., …Mitchell, K. (2016)
Stereohaptics: a haptic interaction toolkit for tangible virtual experiences. In SIGGRAPH '16: ACM SIGGRAPH 2016 Studio. https://doi.org/10.1145/2929484.2970273
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 seamle...
User, metric, and computational evaluation of foveated rendering methods
Swafford, N. T., Iglesias-Guitian, J. A., Koniaris, C., Moon, B., Cosker, D., & Mitchell, K. (2016)
User, metric, and computational evaluation of foveated rendering methods. In SAP '16 Proceedings of the ACM Symposium on Applied Perception. https://doi.org/10.1145/2931002.2931011
Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost...
Online view sampling for estimating depth from light fields
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 probl...
Real-time variable rigidity texture mapping
Koniaris, C., Mitchell, K., & Cosker, D. (2015)
Real-time variable rigidity texture mapping. In CVMP '15 Proceedings of the 12th European Conference on Visual Media Production. https://doi.org/10.1145/2824840.2824850
Parameterisation of models is typically generated for a single pose, the rest pose. When a model deforms, its parameterisation characteristics change, leading to distortions i...
Latency aware foveated rendering in unreal engine 4
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 Productionhttps://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...
Carpet unrolling for character control on uneven terrain
Miller, M., Holden, D., Al-Ashqar, R., Dubach, C., Mitchell, K., & Komura, T. (2015)
Carpet unrolling for character control on uneven terrain. In MIG '15 Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Gameshttps://doi.org/10.1145/2822013.2822031
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...