Kenny Mitchell

Orcid: 0000-0003-2420-7447

According to our database1, Kenny Mitchell authored at least 73 papers between 2006 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Collimated Whole Volume Light Scattering in Homogeneous Finite Media.
IEEE Trans. Vis. Comput. Graph., July, 2023

Emotional Voice Puppetry.
IEEE Trans. Vis. Comput. Graph., 2023

Editorial: Games May Host the First Rightful AI Citizens.
Games Res. Pract., 2023

Games Futures I.
Games Res. Pract., 2023

Inaugural Editorial: A Lighthouse for Games and Playable Media.
Games Res. Pract., 2023

Intermediated Reality with an AI 3D Printed Character.
Proceedings of the ACM SIGGRAPH 2023 Real-Time Live!, 2023

Real-time Facial Animation for 3D Stylized Character with Emotion Dynamics.
Proceedings of the 31st ACM International Conference on Multimedia, 2023

2022
MienCap: Performance-based Facial Animation with Live Mood Dynamics.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

2021
Improving VIP viewer gaze estimation and engagement using adaptive dynamic anamorphosis.
Int. J. Hum. Comput. Stud., 2021

Foreword to the Special Section on the Reality-Virtuality Continuum and its Applications (RVCA).
Comput. Graph., 2021

Embodied online dance learning objectives of CAROUSEL+.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

2020
PoseMMR: A Collaborative Mixed Reality Authoring Tool for Character Animation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Group-Based Expert Walkthroughs: How Immersive Technologies Can Facilitate the Collaborative Authoring of Character Animation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

FaceMagic: Real-time Facial Detail Effects on Mobile.
Proceedings of the SA '20: SIGGRAPH Asia 2020 Technical Communications, 2020

2019
Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction.
IEEE Trans. Vis. Comput. Graph., 2019

Deep Precomputed Radiance Transfer for Deformable Objects.
Proc. ACM Comput. Graph. Interact. Tech., 2019

Intermediated Reality: A Framework for Communication Through Tele-Puppetry.
Frontiers Robotics AI, 2019

Photo-Realistic Facial Details Synthesis from Single Immage.
CoRR, 2019

Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses.
Comput., 2019

Recycling a Landmark Dataset for Real-time Facial Capture and Animation with Low Cost HMD Integrated Cameras.
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, 2019

Repurposing Labeled Photographs for Facial Tracking with Alternative Camera Intrinsics.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Light Field Synthesis Using Inexpensive Surveillance Camera Systems.
Proceedings of the 2019 IEEE International Conference on Image Processing, 2019

JUNGLE: An Interactive Visual Platform for Collaborative Creation and Consumption of Nonlinear Transmedia Stories.
Proceedings of the Interactive Storytelling, 2019

Photo-Realistic Facial Details Synthesis From Single Image.
Proceedings of the 2019 IEEE/CVF International Conference on Computer Vision, 2019

2018
GPU-accelerated depth codec for real-time, high-quality light field reconstruction.
Proc. ACM Comput. Graph. Interact. Tech., 2018

Empowerment and embodiment for collaborative mixed reality systems.
Comput. Animat. Virtual Worlds, 2018

From Faces to Outdoor Light Probes.
Comput. Graph. Forum, 2018

Multi-reality games: an experience across the entire reality-virtuality continuum.
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2018

Image Based Proximate Shadow Retargeting.
Proceedings of the Computer Graphics & Visual Computing, 2018

Feature-preserving detailed 3D face reconstruction from a single image.
Proceedings of the 15th ACM SIGGRAPH European Conference on Visual Media Production, 2018

2017
Noise Reduction on G-Buffers for Monte Carlo Filtering.
Comput. Graph. Forum, 2017

Real-Time Multi-View Facial Capture with Synthetic Training.
Comput. Graph. Forum, 2017

Demonstration: Rapid one-shot acquisition of dynamic VR avatars.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Rapid one-shot acquisition of dynamic VR avatars.
Proceedings of the 2017 IEEE Virtual Reality, 2017

IRIDiuM+: deep media storytelling with non-linear light field video.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Props Alive: A Framework for Augmented Reality Stop Motion Animation.
Proceedings of the 10th IEEE Workshop on Software Engineering and Architectures for Realtime Interactive Systems, 2017

Real-time Rendering with Compressed Animated Light Fields.
Proceedings of the 43rd Graphics Interface Conference 2017, 2017

Method for Efficient CPU-GPU Streaming for Walkthrough of Full Motion Lightfield Video.
Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017), 2017

2016
Adaptive polynomial rendering.
ACM Trans. Graph., 2016

Integrating Real-Time Fluid Simulation with a Voxel Engine.
Comput. Games J., 2016

Pixel History Linear Models for Real-Time Temporal Filtering.
Comput. Graph. Forum, 2016

Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings.
Comput. Graph. Forum, 2016

IRIDiuM: immersive rendered interactive deep media.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Stereohaptics: a haptic interaction toolkit for tangible virtual experiences.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Real-time Physics-based Motion Capture with Sparse Sensors.
Proceedings of the 13th European Conference on Visual Media Production, 2016

User, metric, and computational evaluation of foveated rendering methods.
Proceedings of the ACM Symposium on Applied Perception, 2016

Synthetic Prior Design for Real-Time Face Tracking.
Proceedings of the Fourth International Conference on 3D Vision, 2016

2015
Adaptive rendering with linear predictions.
ACM Trans. Graph., 2015

Augmented creativity: bridging the real and virtual worlds to enhance creative play.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Carpet unrolling for character control on uneven terrain.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

Online view sampling for estimating depth from light fields.
Proceedings of the 2015 IEEE International Conference on Image Processing, 2015

Latency aware foveated rendering in unreal engine 4.
Proceedings of the 12th European Conference on Visual Media Production, 2015

Real-time variable rigidity texture mapping.
Proceedings of the 12th European Conference on Visual Media Production, 2015

2014
Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination.
Comput. Graph. Forum, 2014

Visibility Silhouettes for Semi-Analytic Spherical Integration.
Comput. Graph. Forum, 2014

Dual sensor filtering for robust tracking of head-mounted displays.
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, 2014

Poxels: polygonal voxel environment rendering.
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, 2014

Influence of animated reality mixing techniques on user experience.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Frequency-based controls for terrain editing.
Proceedings of the 11th European Conference on Visual Media Production, 2014

2013
The shading probe: fast appearance acquisition for mobile AR.
Proceedings of the SIGGRAPH Asia 2013, 2013

Simulated motion blur does not improve player experience in racing game.
Proceedings of the Motion in Games, 2013

Real-time content-aware texturing for deformable surfaces.
Proceedings of the Conference on Visual Media Production 2013, 2013

Multi-spectral Material Classification in Landscape Scenes Using Commodity Hardware.
Proceedings of the Computer Analysis of Images and Patterns, 2013

2012
Iterative Image Warping.
Comput. Graph. Forum, 2012

Efficient rasterization for edge-based 3d object tracking on mobile devices.
Proceedings of the SIGGRAPH Asia 2012 Technical Briefs, Singapore, November 28, 2012

2011
OSCAM - optimized stereoscopic camera control for interactive 3D.
ACM Trans. Graph., 2011

Modular Radiance Transfer.
ACM Trans. Graph., 2011

Capture and Analysis of Racing Gameplay Metrics.
IEEE Softw., 2011

Runtime implementation of modular radiance transfer.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

Surround Haptics: sending shivers down your spine.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

Light factorization for mixed-frequency shadows in augmented reality.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

2010
Split second motion blur.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010

2006
Progressive skinning for video game character animations.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006


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