Kenny Mitchell

Kenny Mitchell

orcid

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 July 2016 in ACM Transactions on Graphics
Verified
Journal Article
Open access
BMBochang Moon
Bochang Moon
SMSteven McDonagh
Steven McDonagh
KMKenny Mitchell
Kenny Mitchell
MGMarkus Gross
Markus 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.

12 December 2011 in ACM Transactions on Graphics
Verified
Journal Article
Open access
TOThomas Oskam
Thomas Oskam
AHAlexander Hornung
Alexander Hornung
HBHuw Bowles
Huw Bowles
KMKenny Mitchell
Kenny Mitchell
MGMarkus Gross
Markus Gross
This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges ininteractivestereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Moreover, we introduce an interpolation function that linearizes the transformation of stereoscopic depth over time, minimizing nonlinear visual distortions. We describe how to implement the complete control mechanism on the GPU to achieve running times below 0.2ms for full HD. This provides a practical solution even for demanding real-time applications. Results of a user study show a significant increase of stereoscopic comfort, without compromising perceived realism. Our controller enables 'fail-safe' stereopsis, provides intuitive control to accommodate to personal preferences, and allows to properly display stereoscopic content on differently sized output devices.

22 February 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
YPYe Pan
Ye Pan
RZRuisi Zhang
Ruisi Zhang
SCShengran Cheng
Shengran Cheng
STShuai Tan
Shuai Tan
YDYu Ding
Yu Ding
XYXubo Yang
Xubo Yang
The paper presents emotional voice puppetry, an audio-based facial animation approach to portray characters with vivid emotional changes. The lips motion and the surrounding facial areas are controlled by the contents of the audio, and the facial dynamics are established by category of the emotion and the intensity. Our approach is exclusive because it takes account of perceptual validity and geometry instead of pure geometric processes. Another highlight of our approach is the generalizability to multiple characters. The findings showed that training new secondary characters when the rig parameters are categorized as eye, eyebrows, nose, mouth, and signature wrinkles is significant in achieving better generalization results compared to joint training. User studies demonstrate the effectiveness of our approach both qualitatively and quantitatively. Our approach can be applicable in AR/VR and 3DUI, namely, virtual reality avatars/self-avatars, teleconferencing and in-game dialogue.

4 March 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
YPYe Pan
Ye Pan
STShuai Tan
Shuai Tan
SCShengran Cheng
Shengran Cheng
QLQunfen Lin
Qunfen Lin
ZZZijiao Zeng
Zijiao Zeng
KMKenny Mitchell
Kenny Mitchell
Stylized avatars are common virtual representations used in VR to support interaction and communication between remote collaborators. However, explicit expressions are notoriously difficult to create, mainly because most current methods rely on geometric markers and features modeled for human faces, not stylized avatar faces. To cope with the challenge of emotional and expressive generating talking avatars, we build the Emotional Talking Avatar Dataset which is a talking-face video corpus featuring 6 different stylized characters talking with 7 different emotions. Together with the dataset, we also release an emotional talking avatar generation method which enables the manipulation of emotion. We validated the effectiveness of our dataset and our method in generating audio based puppetry examples, including comparisons to state-of-the-art techniques and a user study. Finally, various applications of this method are discussed in the context of animating avatars in VR.

27 July 2015 in ACM Transactions on Graphics
Verified
Journal Article
Open access
BMBochang Moon
Bochang Moon
JIJose A. Iglesias-Guitian
Jose A. Iglesias-Guitian
SYSung-Eui Yoon
Sung-Eui Yoon
KMKenny Mitchell
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.

1 May 2012 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
HBHuw Bowles
Huw Bowles
KMKenny Mitchell
Kenny Mitchell
RSRobert W. Sumner
Robert W. Sumner
JMJeremy Moore
Jeremy Moore
MGMarkus Gross
Markus Gross