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Dive into the research topics where Kenny Mitchell is active.

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Featured researches published by Kenny Mitchell.


international symposium on mixed and augmented reality | 2011

Light factorization for mixed-frequency shadows in augmented reality

Derek Nowrouzezahrai; Stefan Geiger; Kenny Mitchell; Robert W. Sumner; Wojciech Jarosz; Markus H. Gross

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 external lighting in a manner that allows for realistic relighting of both animated and static virtual objects. Our factorization facilitates a combination of hard and soft shadows, with high-performance, in a manner that is consistent with the surrounding scene lighting.


international conference on computer graphics and interactive techniques | 2015

Adaptive rendering with linear predictions

Bochang Moon; Jose A. Iglesias-Guitian; Sung-Eui Yoon; Kenny Mitchell

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 reconstruction. To achieve our goal, we iteratively build multiple, but sparse linear models. Each linear model has its prediction window, where the linear model predicts the unknown ground truth image that can be generated with an infinite number of samples. Our method recursively estimates prediction errors introduced by linear predictions performed with different prediction windows, and selects an optimal prediction window minimizing the error for each linear model. Since each linear model predicts multiple pixels within its optimal prediction interval, we can construct our linear models only at a sparse set of pixels in the image screen. Predicting multiple pixels with a single linear model poses technical challenges, related to deriving error analysis for regions rather than pixels, and has not been addressed in the field. We address these technical challenges, and our method with robust error analysis leads to a drastically reduced reconstruction time even with higher rendering quality, compared to state-of-the-art adaptive methods. We have demonstrated that our method outperforms previous methods numerically and visually with high performance ray tracing kernels such as OptiX and Embree.


eurographics | 2016

Nonlinearly weighted first-order regression for denoising Monte Carlo renderings

Benedikt Bitterli; Fabrice Rousselle; Bochang Moon; Jose A. Iglesias-Guitian; David Adler; Kenny Mitchell; Wojciech Jarosz; Jan Novák

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 empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high‐quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero‐order models, but can be detrimental to first‐order models. Consequently, our filter performs a first‐order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.


international conference on computer graphics and interactive techniques | 2015

Augmented creativity: bridging the real and virtual worlds to enhance creative play

Fabio Zünd; Mattia Ryffel; Stéphane Magnenat; Alessia Marra; Maurizio Nitti; Mubbasir Kapadia; Gioacchino Noris; Kenny Mitchell; Markus H. Gross; Robert W. Sumner

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 employing ar on modern mobile devices to enhance real-world creative activities, support education, and open new interaction possibilities. We present six prototype applications that explore and develop Augmented Creativity in different ways, cultivating creativity through ar interactivity. Our coloring book app bridges coloring and computer-generated animation by allowing children to create their own character design in an ar setting. Our music apps provide a tangible way for children to explore different music styles and instruments in order to arrange their own version of popular songs. In the gaming domain, we show how to transform passive game interaction into active real-world movement that requires coordination and cooperation between players, and how ar can be applied to city-wide gaming concepts. We employ the concept of Augmented Creativity to authoring interactive narratives with an interactive storytelling framework. Finally, we examine how Augmented Creativity can provide a more compelling way to understand complex concepts, such as computer programming.


Computer Graphics Forum | 2012

Iterative image warping.

Huw Bowles; Kenny Mitchell; Robert W. Sumner; Jeremy Moore; Markus H. Gross

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 frames using a novel image warping algorithm based on fixed point iteration. We analyze the behavior of the iteration and describe two alternative algorithms designed to suit different performance requirements. Further, to demonstrate the versatility of our approach we apply it to a number of spatio‐temporal rendering problems including 30‐to‐60Hz frame upsampling, stereoscopic 3D conversion, defocus and motion blur. Finally we compare our approach against existing image warping methods and demonstrate a significant performance improvement.


international conference on computer graphics and interactive techniques | 2011

Surround Haptics: sending shivers down your spine

Ali Israr; Ivan Poupyrev; Chris Ioffreda; Jim Cox; Nathan Gouveia; Huw Bowles; Anastasios Brakis; Baylor Knight; Kenny Mitchell; Tom Williams

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 buzzes that are so common today, but rather a smooth tactile motion, akin to what we feel when someone drags a finger across our skin.


international conference on computer graphics and interactive techniques | 2016

Adaptive polynomial rendering

Bochang Moon; Steven McDonagh; Kenny Mitchell; Markus H. Gross

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 polynomial functions and the optimal order of each polynomial function is estimated so that our reconstruction error can be minimized. To robustly estimate the optimal order, we propose a multi-stage error estimation process that iteratively estimates our reconstruction error. In addition, we present an energy-preserving outlier removal technique to remove spike noise without causing noticeable energy loss in our reconstruction result. Also, we adaptively allocate additional ray samples to high error regions guided by our error estimation. We demonstrate that our approach outperforms state-of-the-art methods by controlling the tradeoff between reconstruction bias and variance through locally defining our polynomial order, even without need for filtering bandwidth optimization, the common approach of other recent methods.


acm symposium on applied perception | 2016

User, metric, and computational evaluation of foveated rendering methods

Jose A. Iglesias-Guitian; Charalampos Koniaris; Bochang Moon; Darren Cosker; Kenny Mitchell

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 users perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax.


international conference on computer graphics and interactive techniques | 2013

The shading probe: fast appearance acquisition for mobile AR

Dan Andrei Calian; Kenny Mitchell; Derek Nowrouzezahrai; Jan Kautz

The ubiquity of mobile devices with powerful processors and integrated video cameras is re-opening the discussion on practical augmented reality (AR). Despite this technological convergence, several issues prevent reliable and immersive AR on these platforms. We address one such problem, the shading of virtual objects and determination of lighting that remains consistent with the surrounding environment. We design a novel light probe and exploit its structure to permit an efficient reformulation of the rendering equation that is suitable for fast shading on mobile devices. Unlike prior approaches, our shading probe directly captures the shading, and not the incident light, in a scene. As such, we avoid costly and unreliable radiometric calibration as well as side-stepping the need for complex shading algorithms. Moreover, we can tailor the shading probes structure to better handle common lighting scenarios, such as outdoor settings. We achieve high-performance shading of virtual objects in an AR context, incorporating plausible local global-illumination effects, on mobile platforms.


international conference on computer graphics and interactive techniques | 2016

Stereohaptics: a haptic interaction toolkit for tangible virtual experiences

Ali Israr; Siyan Zhao; Kyna McIntosh; Zachary Schwemler; Adam Fritz; John Mars; Job Bedford; Christian Frisson; Iván Huerta; Maggie Kosek; Babis Koniaris; Kenny Mitchell

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, therapy and social interactions. Currently, there is an abundance of available toolkits and application programming interfaces (APIs) for generating the visual and audio content. However, such richness in hardware technologies and software tools is missing in designing haptic experiences. Current solutions to integrate haptic effects are limited due to: i) a users rigid adaptation to new hardware and software technologies, ii) limited scalability of the existing tools to incorporate haptic hardware and applications, iii) inflexible authoring capabilities, iv) missing infrastructure for storing, playback and distribution, and v) and unreliable hardware for long term usage.

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