Papers (scholar)
K. Mitchell, B. Koniaris, M. Tamariz, J. Kennedy, N. Cheema, E. Mekler, P. van der Linden, E. Herrmann, P. Hämäläinen, I. McGregor, P. Slusallek, and C. Mac Williams '
Embodied online dance learning objectives of CAROUSEL+', in
2021 IEEE VR 6th Annual Workshop on K-12+ Embodied Learning through Virtual and Augmented Reality (KELVAR) [VRW], Video Presentation:
https://www.youtube.com/watch?v=N2DxRVC9T-o.
J. Castellon, M. McCrory, M. Bächer, A. Ayala, J. Stolarz, and K. Mitchell ‘Active Learning for Interactive Audio-Animatronic® Performance Design’, in
Journal of Computer Graphics Techniques Vol, vol. 9, no. 3, 2020,
http://jcgt.org/published/0009/03/01/.
Y. Pan and K. Mitchell ‘Group-Based Expert Walkthroughs: How Immersive Technologies Can Facilitate the Collaborative Authoring of Character Animation’, in
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020, pp. 188–195,
https://ieeexplore.ieee.org/document/9090619.
Y. Li, P. Wiedemann, and K. Mitchell ‘Deep Precomputed Radiance Transfer for Deformable Objects’,
Proc. ACM Comput. Graph. Interact. Tech., vol. 2, no. 1, p. 3:1–3:16, 2019, doi:
10.1145/3320284.
S. Schriber, M. Kapadia, C. Muniz, S. Sohn, Y. Pan, K. Mitchell, M. Gross ‘JUNGLE: An Interactive Visual Platform for Collaborative Creation and Consumption of Nonlinear Transmedia Stories’, in
Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings, 2019, vol. 11869, p. 250,
https://la.disneyresearch.com/publication/jungle-an-interactive-visual-platform-for-collaborative-creation-and-consumption-of-nonlinear-transmedia-stories/.
C. Koniaris, M. Kosek, D. Sinclair, and K. Mitchell ‘Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction’,
IEEE Transactions on Visualization and Computer Graphics, vol. 25, no. 4, pp. 1666–1680, 2019, doi:
10.1109/TVCG.2018.2818156.
C. Brito and K. Mitchell ‘Repurposing Labeled Photographs for Facial Tracking with Alternative Camera Intrinsics’, in
IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 2019, pp. 864–865, doi:
10.1109/VR.2019.8798303.
L. Casas and K. Mitchell ‘Intermediated Reality: A Framework for Communication Through Tele-Puppetry’,
Front. Robot. AI, vol. 6, 2019, doi:
10.3389/frobt.2019.00060.
L. Casas Cambra, M. Fauconneau, M. Kosek, K. Mclister, and K. Mitchell ‘Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses’,
Computers, vol. 8, no. 2, Art. no. 2, 2019, doi:
10.3390/computers8020029.
F. Dümbgen, C. Schroers, and K. Mitchell ‘Light Field Synthesis Using Inexpensive Surveillance Camera Systems’, in
2019 IEEE International Conference on Image Processing (ICIP), 2019, pp. 744–748, doi:
10.1109/ICIP.2019.8804269.
D. A. Calian, J.-F. Lalonde, P. Gotardo, T. Simon, I. Matthews, and K. Mitchell ‘From Faces to Outdoor Light Probes’, 2018, doi:
10.1111/cgf.13341.
L. Casas, M. Fauconneau, M. Kosek, K. Mclister, and K. Mitchell ‘Image based proximate shadow retargeting’, in
Proceedings of the Conference on Computer Graphics & Visual Computing, Goslar, DEU, 2018, pp. 43–50, doi:
10.2312/cgvc.20181206.
B. Koniaris, M. Kosek, D. Sinclair, and K. Mitchell ‘GPU-accelerated depth codec for real-time, high-quality light field reconstruction’,
Proc. ACM Comput. Graph. Interact. Tech., vol. 1, no. 1, p. 3:1–3:15, 2018, doi:
10.1145/3203193.
L. Casas, L. Ciccone, G. Cimen, P. Weidemann, M. Faucconneau, R. Sumner, K. Mitchell ‘Multi-reality games: an experience across the entire reality-virtuality continuum’, in
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, New York, NY, USA, 2018, pp. 1–4, doi:
10.1145/3284398.3284411.
Y. Li, L. Ma, H. Fan, and K. Mitchell ‘Feature-preserving detailed 3D face reconstruction from a single image’, in
Proceedings of the 15th ACM SIGGRAPH European Conference on Visual Media Production, New York, NY, USA, 2018, pp. 1–9, doi:
10.1145/3278471.3278473.
Y. Pan, D. Sinclair, and K. Mitchell ‘Empowerment and embodiment for collaborative mixed reality systems’,
Computer Animation and Virtual Worlds, vol. 29, no. 3–4, p. e1838, 2018, doi:
10.1002/cav.1838.
B. Moon, J. A. Iglesias‐Guitian, S. McDonagh, and K. Mitchell ‘Noise Reduction on G‐Buffers for Monte Carlo Filtering’, 2017, doi:
10.1111/cgf.13155.
M. Klaudiny, S. McDonagh, D. Bradley, T. Beeler, and K. Mitchell ‘Real-Time Multi-View Facial Capture with Synthetic Training’, 2017, doi:
10.1111/cgf.13129.
F. M. Chitalu, B. Koniaris, and K. Mitchell ‘Method for Efficient CPU-GPU Streaming for Walkthrough of Full Motion Lightfield Video’, in
Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017), New York, NY, USA, 2017, pp. 1–9, doi:
10.1145/3150165.3150173.
M. Kosek, B. Koniaris, D. Sinclair, D. Markova, F. Rothnie, L. Smoot, K. Mitchell ‘IRIDiuM+: deep media storytelling with non-linear light field video’, in
ACM SIGGRAPH 2017 VR Village, New York, NY, USA, 2017, pp. 1–2, doi:
10.1145/3089269.3089277.
C. Malleson, M. Kosek, M. Klaudiny, I. Huerta, JC. Bazin, A. Sorkine-Hornung, M. Mine, K. Mitchell ‘Rapid one-shot acquisition of dynamic VR avatars’, in
2017 IEEE Virtual Reality (VR), 2017, pp. 131–140, doi:
10.1109/VR.2017.7892240.
J. Zadick, B. Kenwright, and K. Mitchell ‘Integrating Real-Time Fluid Simulation with a Voxel Engine’,
Comput Game J, vol. 5, no. 1, pp. 55–64, 2016, doi:
10.1007/s40869-016-0020-5.
N. T. Swafford, J. A. Iglesias-Guitian, C. Koniaris, B. Moon, D. Cosker, and K. Mitchell ‘User, metric, and computational evaluation of foveated rendering methods’, in
Proceedings of the ACM Symposium on Applied Perception, New York, NY, USA, 2016, pp. 7–14, doi:
10.1145/2931002.2931011.
S. Andrews, I. Huerta, T. Komura, L. Sigal, and K. Mitchell ‘Real-time Physics-based Motion Capture with Sparse Sensors’, in
Proceedings of the 13th European Conference on Visual Media Production (CVMP 2016), New York, NY, USA, 2016, pp. 1–10, doi:
10.1145/2998559.2998564.
J. A. Iglesias‐Guitian, B. Moon, C. Koniaris, E. Smolikowski, and K. Mitchell ‘Pixel History Linear Models for Real-Time Temporal Filtering’,
Computer Graphics Forum, vol. 35, no. 7, pp. 363–372, 2016, doi:
10.1111/cgf.13033.
B. Bitterli, F. Rouselle, B. Moon, J. Guitian, D. Adler, K. Mitchell, W. Jarosz, J. Novak ‘Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings’,
Computer Graphics Forum, vol. 35, no. 4, pp. 107–117, 2016, doi:
10.1111/cgf.12954.
B. Moon, S. McDonagh, K. Mitchell, and M. Gross ‘Adaptive polynomial rendering’,
ACM Trans. Graph., vol. 35, no. 4, p. 40:1–40:10, 2016, doi:
10.1145/2897824.2925936.
B. Koniaris, I. Huerta, M. Kosek, K. Darragh, C. Malleson, J. Jamrozy, N. Swafford, J. Guitian, B. Moon, A. Israr, S. Andrews, K. Mitchell ‘IRIDiuM: immersive rendered interactive deep media’, in
ACM SIGGRAPH 2016 VR Village, New York, NY, USA, 2016, pp. 1–2, doi:
10.1145/2929490.2929496.
A. Israr, S. Zhao, K. McIntosh, Z. Schwemler, A. Fritz, J. Mars, J. Bedford, C. Frisson, I. Huerta, M. Kosek, B. Koniaris, K. Mitchell ‘Stereohaptics: a haptic interaction toolkit for tangible virtual experiences’, in
ACM SIGGRAPH 2016 Studio, New York, NY, USA, 2016, pp. 1–57, doi:
10.1145/2929484.2970273.
S. McDonagh, M. Klaudiny, D. Bradley, T. Beeler, I. Matthews, and K. Mitchell ‘Synthetic Prior Design for Real-Time Face Tracking’, in
2016 Fourth International Conference on 3D Vision (3DV), 2016, pp. 639–648, doi:
10.1109/3DV.2016.72.
F. Zünd, M. Ryffel, S. Magnenat, A. Marra, M. Nitti, M. Kapadia, G. Noris, K. Mitchell, M. Gross, R. Sumner ‘Augmented creativity: bridging the real and virtual worlds to enhance creative play’, in
SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, New York, NY, USA, 2015, pp. 1–7, doi:
10.1145/2818427.2818460.
N. T. Swafford, D. Cosker, and K. Mitchell ‘Latency aware foveated rendering in unreal engine 4’, in
Proceedings of the 12th European Conference on Visual Media Production, New York, NY, USA, 2015, p. 1, doi:
10.1145/2824840.2824863.
C. Koniaris, K. Mitchell, and D. Cosker ‘Real-time variable rigidity texture mapping’, in
Proceedings of the 12th European Conference on Visual Media Production, New York, NY, USA, 2015, pp. 1–10, doi:
10.1145/2824840.2824850.
M. Miller, D. Holden, R. Al-Ashqar, C. Dubach, K. Mitchell, and T. Komura ‘Carpet unrolling for character control on uneven terrain’, in
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, New York, NY, USA, 2015, pp. 193–198, doi:
10.1145/2822013.2822031.
B. Moon, J. A. Iglesias-Guitian, S.-E. Yoon, and K. Mitchell ‘Adaptive rendering with linear predictions’,
ACM Trans. Graph., vol. 34, no. 4, p. 121:1–121:11, 2015, doi:
10.1145/2766992.
F. Zünd, M. Lancelle, M. Ryffel, R. W. Sumner, K. Mitchell, and M. Gross ‘Influence of animated reality mixing techniques on user experience’, in
Proceedings of the Seventh International Conference on Motion in Games, New York, NY, USA, 2014, pp. 125–132, doi:
10.1145/2668084.2668088.
N. T. Swafford, B. J. Boom, K. Subr, D. Sinclair, D. Cosker, and K. Mitchell ‘Dual sensor filtering for robust tracking of head-mounted displays’, in
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, New York, NY, USA, 2014, pp. 221–222, doi:
10.1145/2671015.2675694.
M. Miller, A. Cumming, K. Chalmers, B. Kenwright, and K. Mitchell ‘Poxels: polygonal voxel environment rendering’, in
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, New York, NY, USA, 2014, pp. 235–236, doi:
10.1145/2671015.2671125.
G. A. Bradbury, I. Choi, C. Amati, K. Mitchell, and T. Weyrich ‘Frequency-based controls for terrain editing’, in
Proceedings of the 11th European Conference on Visual Media Production, New York, NY, USA, 2014, pp. 1–10, doi:
10.1145/2668904.2668944.
C. Koniaris, D. Cosker, X. Yang, and K. Mitchell ‘Survey of Texture Mapping Techniques for Representing and Rendering Volumetric Mesostructure’,
Journal of Computer Graphics Techniques Vol, vol. 3, no. 2, 2014,
http://jcgt.org/published/0003/01/02/.
K. Subr, D. Nowrouzezahrai, W. Jarosz, J. Kautz, and K. Mitchell ‘Error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination’,
Computer Graphics Forum, vol. 33, no. 4, pp. 93–102, 2014, doi:
10.1111/cgf.12416.
D. Nowrouzezahrai, I. Baran, K. Mitchell, and W. Jarosz ‘Visibility Silhouettes for Semi-Analytic Spherical Integration’,
Computer Graphics Forum, vol. 33, no. 1, pp. 105–117, 2014, doi:
10.1111/cgf.12257.
D. A. Calian, K. Mitchell, D. Nowrouzezahrai, and J. Kautz ‘The shading probe: fast appearance acquisition for mobile AR’, in
SIGGRAPH Asia 2013 Technical Briefs, New York, NY, USA, 2013, pp. 1–4, doi:
http://cim.mcgill.ca/~derek/files/shadingProbe.pdf.
G. Bradbury, K. Mitchell, and T. Weyrich ‘Multi-spectral Material Classification in Landscape Scenes Using Commodity Hardware’, in
Computer Analysis of Images and Patterns, Berlin, Heidelberg, 2013, pp. 209–216, doi:
10.1007/978-3-642-40246-3_26.
H. Bowles, K. Mitchell, R. W. Sumner, J. Moore, and M. Gross ‘
Iterative image warping’, in
Computer graphics forum, 2012, vol. 31, no. 2pt1, pp. 237–246,
https://la.disneyresearch.com/publication/iterative-image-warping/.
E. Jimenez, K. Mitchell, and F. Seron ‘Capture and analysis of racing gameplay metrics’,
IEEE software, vol. 28, no. 5, pp. 46–52, 2011,
Tracktivity.
A. Israr, I. Poupyrev, C. Ioffreda, J. Cox, N. Gouveia, H. Bowles, A. Brakis, B. Knight, K. Mitchell, T. Williams ‘Surround Haptics: sending shivers down your spine’, in ACM SIGGRAPH 2011 Emerging Technologies, 2011, pp. 1–1.
D. Nowrouzezahrai, S. Geiger, K. Mitchell, R. Sumner, W. Jarosz, and M. Gross ‘Light factorization for mixed-frequency shadows in augmented reality’, in
2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011, pp. 173–179,
https://www.iro.umontreal.ca/~derek/files/arlens.pdf.
S. J. Pilgrim, A. Aguado, K. Mitchell, and A. Steed ‘
Progressive skinning for video game character animations’, in
ACM SIGGRAPH 2006 Sketches, New York, NY, USA, 2006, pp. 114–es, doi:
10.1145/1179849.1179992.
J. Brewer and K. Mitchell ‘Intelligent Cameras’, in Electronic Arts Journal, 2005.
M. Ohstrom, A. Aguado and K. Mitchell ‘Spherical Harmonics, Precomputed Radiance Transfer, and Real-time Radiosity in Computer Games’, in Electronic Arts Journal, 2003.
N. Hoffman and K. Mitchell ‘Real-Time Photorealistic Terrain Lighting’, in Electronic Arts Journal, 2002.
K. Mitchell ‘Real-time Hardware Displacement Mapping’, DirectX Day, Game Developers Conference, 2002.
J. MacNeil, K. Mitchell, J. Lanier, and L. Castle ‘Real-time continuous LOD for PCs and consoles’, In Proceedings of the Game Developers Conference, 2000,
http://vterrain.org/LOD/Papers/.
K. Mitchell ‘CHASSIS: A Portable Persistent Meta Model of the Napier Object Oriented Data Model.’, Technical Report, Edinburgh Napier University. 1997.
K. Mitchell ‘BOOT: A Basic Object Oriented Transfer Engine for Persistence in C++.’, Technical Report, Edinburgh Napier University. 1997.
K. Mitchell and J. B. Kennedy ‘To Infinity and Beyond: Texel Oriented Techniques for Visualizing Large Databases.’, Technical Report, Edinburgh Napier University. 1997.
K. J. Mitchell, J. B. Kennedy, and P. J. Barclay ‘A framework for user-interfaces to databases’, in
Proceedings of the workshop on Advanced visual interfaces, New York, NY, USA, 1996, pp. 81–90, doi:
10.1145/948449.948462.
K. J. Mitchell and J. B. Kennedy ‘
DRIVE : An Environment for the Organised Construction of User-Interfaces to Databases’,
Proceedings of the 3rd International Workshop on Interfaces to Databases, Napier University, Edinburgh (IDS-3), vol. 3, 1996, doi:
10.14236/ewic/IDS1996.15.
J. Boyle, P. Lowit, and K. Mitchell ‘3D or not 3D..’, In Proceedings of the 3rd. FADIVA Workshop. Gubbio, Italia., 1996.
K. Mitchell ‘Schema visualisation’, MSc Thesis, Edinburgh Napier University, 1995.
J. Boyle and K. Mitchell ‘Embedding three dimensional graphics inside a user interface development framework.’, Robert-Gordon University, Aberdeen., 1995.
Video Games, Movies, Themeparks, Consumer Products
Roblox (2019-) iOS, Android, OSX, Windows, XBox. Technical Director Rendering.
Soccer Sliders (2022) iOS, Android, OSX, Windows, XBox, CTO for
Cobra Simulation Ltd
Star Wars Smugglers Run (2017-2019) PC, Disney Research/Walt Disney Imagineering, R&D Consultant
Marvel Avengers: Infinity War (2018) Walt Disney Studios, Edinburgh Location Support
Pirates of the Caribbean: Dead Men Tell No Tales (2017) Walt Disney Studios, Live Action Image Denoising
Star Wars: Rogue One (2017) Lucasfilm/ILM, Motion Capture Virtual Production Research Lead.
Best of Disney Production Award
Finding Dory (2016) Disney Pixar, Renderman Image Denoising
Dr Strange (2016) Walt Disney Studios, Motion Capture Support
Star Wars sequel trilogy (2015-2018) ILM/Lucasfilm, Motion Capture Virtual Production Research Lead
Star Wars Official App (2015-2017) iOS, Android. Disney Interactive/Lucasfilm. R&D Lead.
Best of Disney Consumer Experience Award
Marvel Avengers Haptic Chair (2015) PC, Disney Research. R&D Consultant
Skye Wars (2014)
iOS. Disney Research. Project Lead.
Auluni Hotel Augmented Reality NEXcursions (2012-2014) iOS, Walt Disney Imagineering, Research Lead.
AR Travellers (2014) iOS. Disney Research. Project Lead.
Augmented Resistance (2014) iOS. Disney Research. Project Lead.
Disney Infinity (2013) PC, XBox360, PS3, Wii-U, Wii. Disney Interactive. Graphics consultant.
AR Pix (2013) iOS, Android, Augmented Reality Tech Demo/Game, EISF, Disney Research. Project Lead.
AR Guide (2012) iOS, Augmented Reality Guide, Walt Disney Imagineering, Research Lead.
Rad Storm (2012) iOS: 1st Real-time Global-Illumination Tech Demo/Game for Modular Radiance Transfer method, Disney Research. Sole developer.
Cars 2 (2011) PS3, XBox360, PC. Avalanche Studio, Disney Interactive Studios, Graphics consultant.
Toy Story 3 (2010) PS3, XBox360, PC. Avalanche Studio, Disney Interactive Studios, Graphics consultant.
Split Second (2010) PS3, XBox360. Black Rock Studio, Disney Interactive Studios. Research Lead.
Harry Potter: Half Blood Prince (2009) Wii, PS2, PS3, XBox360, PC, Mac, Bright Light (UK) EA. Graphics consultant.
Trivial Pursuit (2009) Wii, PS2, PS3, XBox360, Bright Light Studio (UK) Electronic Arts. Lead graphics programmer.
Spore (2009) Wii. Montréal Studio. Electronic Arts. Graphics consultant.
Nerf N-Strike (2009) Wii. Salt Lake Studio. Electronic Arts. Graphics consultant.
Littlest Pet Shop (2008) Wii, PC. Salt Lake Studio. Electronic Arts. Graphics consultant.
Family Game Night (2008) Wii, PS2, XBox360, PS3. Bright Light Studio. Electronic Arts. Graphics consultant.
Monopoly (2008) Wii, PS2, PS3, XBox360, Bright Light Studio (UK) Electronic Arts. Lead programmer. 5th highest EA RoI all time.
Zubo (2008) DS, Bright Light Studio (UK) Electronic Arts. Graphics Programmer.
Boom Blox (2008) Wii, Los Angeles Studio. Electronic Arts.
BAFTA Winner. Graphics Programmer.
Harry Potter: Order of the Phoenix (2007) PS2, PS3, XBox360, PC/Mac, Wii. UK Studio. EA. Senr graphics programmer.
Harry Potter: Goblet of Fire (2005) PS2, PC, XBox, PSP. UK Studio. Electronic Arts. Senior graphics programmer.
Battlefield: Modern Combat (2005) XBox360. UK Studio. Electronic Arts. Core technology graphics programmer.
Harry Potter: Prisoner of Azkaban (2004) PS2, XBox. UK Studio. Electronic Arts. Senior graphics programmer.
Command&Conquer Generals (2003) PC / DirectX. Westwood Studios. Electronic Arts. Graphics consultant.
Pirates: The Legend of Black Kat (2002), PS2, XBox. Westwood Studios. Electronic Arts. Technical lead programmer.
Command&Conquer Renegade (2002) PC / DirectX. Westwood Studios. Electronic Arts. Graphics consultant.
Earth and Beyond (2002) PC / DirectX. Westwood Studios. Electronic Arts. Graphics programmer.
State of Emergency (2002) PC / DirectX, PS2. Vis Interactive. Take 2 Interactive. Prototype programming.
Formula 1 (2001) PS2. UK Studio. Electronic Arts. Graphics consultant.
Emperor: Battle for Dune (2001) PC / DirectX. Intelligent Games. Electronic Arts. Graphics consultant.
Earthworm Jim 3D (1999) PC / DirectX / Nintendo 64. Vis Interactive. Rockstar Games. Graphics consultant.
H.E.D.Z. (1998) PC / DirectX. Vis Interactive. Hasbro Interactive. Lead graphics programmer.
-bedroom coding--
Wizard of Elthor (1988) Atari ST 68k ASM,
Sinclair ZX Spectrum, Maximum Software.
West Knighton 3D (1987) Sinclair ZX Spectrum 128 Z80 ASM. Maximum Software.
School Boy Billy (1987) BBC Model B. Maximum Software.
Druids of Elthor (1987) Sinclair ZX Spectrum. Maximum Software.
Space Pirate (1986)
Sinclair ZX Spectrum. Maximum Software.
Max Speed (1985) Sinclar ZX Spectrum. Maximum Software.
Elon (1984) Sinclair ZX Spectrum. Maximum Software.
Mission Slightly Impossible (1984) Sinclair ZX Spectrum. Maximum Software.
Ross' Treehut (1984) Sinclair ZX Spectrum. Maximum Software.
Dambusters (1984) Sinclair ZX Spectrum. Lanark Computer Club competition winner.
Spelling Quest (1984) BBC Model B. Maximum Software, first sold game. Spell right and see fun princess rescue animations.
256byte Scramble (1983) Sinclair ZX81, wrote first game, traded display RAM for scrolling terrain array.
Breakout (1982) Apple II Europlus, Woz version, examined
source.
Nim (1981) HP 9835B, single line display! examined HP BASIC source code.
Blitz (1981) Vic 20, saw BASIC source code behind a game for first time.