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Maggie Kosek

dblp:177/1590 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 59% Rendering · 23% Image and video coding · 7%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
avatar acquisition
0.622017
Demonstration: Rapid one-shot acquisition of dynamic VR avatars · VR 2017
Rapid one-shot acquisition of dynamic VR avatars · VR 2017
Virtual and augmented reality
immersive rendering
0.412019
Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019
Rendering › image-based rendering
light field rendering
0.412019
Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019
Image and video coding
video compression
0.112019
Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019
Computer animation and physical simulation
facial animation
0.112017
Rapid one-shot acquisition of dynamic VR avatars · VR 2017
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.112017
Demonstration: Rapid one-shot acquisition of dynamic VR avatars · VR 2017

Methods — techniques the papers use, named apart from their topics

parametric avatar model · 0.6multi-view ray casting · 0.4cubemap rendering · 0.4GPU decompression · 0.4texture warping · 0.3facial landmark detection · 0.3depth sensing · 0.3
YearPublicationVenuePosition
2019 Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction
abstract
We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance.
Charalampos Koniaris, Maggie Kosek, David Sinclair, Kenny Mitchell
IEEE Trans. Vis. Comput. Graph.2
2017 Real-time Rendering with Compressed Animated Light Fields
Babis Koniaris, Maggie Kosek, David Sinclair, Kenny Mitchell
Graphics Interface2
2017 Rapid one-shot acquisition of dynamic VR avatars
abstract
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 for customization. Identity blendshapes are used to customize the body and face shape at the fitting stage, while animation blendshapes allow the face to be animated. The subject assumes a T-pose and a single snapshot is captured using a stereo RGB plus depth sensor rig. Our system automatically aligns a photo texture and fits the 3D shape of the face. The body shape is stylized according to body dimensions estimated from segmented depth. The face identity blendweights are optimised according to image-based facial landmarks, while a custom texture map for the face is generated by warping the input images to a reference texture according to the facial landmarks. The total capture and processing time is under 10 seconds and the output is a light-weight, game-engine-ready avatar which is recognizable as the subject. We demonstrate our system in a VR environment in which each user sees the other users' animated avatars through a VR headset with real-time audio-based facial animation and live body motion tracking, affording an enhanced level of presence and social engagement compared to generic avatars.
Charles Malleson, Maggie Kosek, Martin Klaudiny, Ivan Huerta Casado, Jean-Charles Bazin, Alexander Sorkine-Hornung, Mark Mine, Kenny Mitchell
VR2
2017 Demonstration: Rapid one-shot acquisition of dynamic VR avatars
abstract
In this demonstration, we showcase a system for rapid acquisition of bespoke avatars for each participant (subject) in a social VR environment is presented. For each subject, the system automatically customizes a parametric avatar model to match the captured subject by adjusting its overall height, body and face shape parameters and generating a custom face texture.
Charles Malleson, Maggie Kosek, Martin Klaudiny, Ivan Huerta Casado, Jean-Charles Bazin, Alexander Sorkine-Hornung, Mark Mine, Kenny Mitchell
VR2