Demo Data from VLDB 2026 / reviewers in the wild / expert
Steve C. Maddock
dblp:30/4688 · also Steve Maddock
· DBLP profile ↗
23ranked-venue papers
2as first author
7since 2021 · last 2026
0000-0003-3179-0263ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 17 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Systems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
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
1 paper |
Rendering · 67% Image and video processing · 33% | |
| Theoretical computer science
1 paper |
Computational geometry · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
monte carlo integration |
0.1 | 1 | 2009 | Accurate multidimensional Poisson-disk sampling · ACM Trans. Graph. 2009 |
Image and video processing › sampling theory
multidimensional sampling |
0.1 | 1 | 2009 | Accurate multidimensional Poisson-disk sampling · ACM Trans. Graph. 2009 |
Rendering › sampling › point sampling
poisson disk sampling |
0.1 | 1 | 2009 | Accurate multidimensional Poisson-disk sampling · ACM Trans. Graph. 2009 |
Computational geometry › geometric data structures
space partitioning |
0.0 | 1 | 2009 | Accurate multidimensional Poisson-disk sampling · ACM Trans. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
spatial subdivision data structure · 0.2dart-throwing · 0.1dart throwing · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PQDAST: Depth-Aware Arbitrary Style Transfer for Games via Perceptual Quality-Guided DistillationabstractArtistic style transfer is concerned with the generation of imagery that combines the content of an image with the style of an artwork. In the realm of computer games, most work has focused on post-processing video frames. Some recent work has integrated style transfer into the game pipeline, but it is limited to single styles. Integrating an arbitrary style transfer method into the game pipeline is challenging due to the memory and speed requirements of games. We presentPQDAST, the first solution to address this. We use a perceptual quality-guided knowledge distillation framework and train a compressed model using the FLIP evaluator, which substantially reduces both memory usage and processing time with limited impact on stylisation quality. For better preservation of depth and fine details, we utilise a synthetic dataset with depth and temporal considerations during training. The developed model is injected into the rendering pipeline to further enforce temporal stability and avoid diminishing post-process effects. Quantitative and qualitative experiments demonstrate that our approach achieves superior performance in temporal consistency, with comparable style transfer quality, to state-of-the-art image, video and in-game methods. Eleftherios Ioannou, Steve C. Maddock |
IEEE Trans. Games | 2 |
| 2025 | Extending Implicit Density Projection for Multiphase Fluids
Robert Dennison, Steve C. Maddock |
CGI (2) | 2 |
| 2025 | Toward Real-Time G-Buffer-Guided Style Transfer in Computer GamesabstractArtistic Neural Style Transfer (NST) has achieved remarkable success for images. However, this is not the case for dynamic 3D environments, such as computer games, where temporal coherence remains a challenge. Our paper presents an approach that uses the G-buffer information available in a game pipeline to generate robust and temporally consistent in-game artistic stylizations based on a style reference image. We use a synthetic dataset created from open-source computer games and demonstrate that the utilization of depth, normals, and edge information enables the stylization process to be more aware of the geometric and semantic aspects of a game scene. The proposed approach builds on previous work by injecting style transfer in the rendering pipeline, while also utilizing G-buffer information during inference time to improve upon the stability of the stylizations, offering a controllable way to stylize computer games in terms of temporal coherence and content preservation. Qualitative and quantitative evaluations of our in-game stylization network demonstrate significantly higher temporal stability compared to existing style transfer approaches when stylizing 3D computer games. Eleftherios Ioannou, Steve C. Maddock |
IEEE Trans. Games | 2 |
| 2024 | Evaluation in Neural Style Transfer: A ReviewabstractAbstract The field of neural style transfer (NST) has witnessed remarkable progress in the past few years, with approaches being able to synthesize artistic and photorealistic images and videos of exceptional quality. To evaluate such results, a diverse landscape of evaluation methods and metrics is used, including authors' opinions based on side‐by‐side comparisons, human evaluation studies that quantify the subjective judgements of participants, and a multitude of quantitative computational metrics which objectively assess the different aspects of an algorithm's performance. However, there is no consensus regarding the most suitable and effective evaluation procedure that can guarantee the reliability of the results. In this review, we provide an in‐depth analysis of existing evaluation techniques, identify the inconsistencies and limitations of current evaluation methods, and give recommendations for standardized evaluation practices. We believe that the development of a robust evaluation framework will not only enable more meaningful and fairer comparisons among NST methods but will also enhance the comprehension and interpretation of research findings in the field. Eleftherios Ioannou, Steve C. Maddock |
Comput. Graph. Forum | 2 |
| 2023 | Investigating Visual Features for Cognitive Impairment Detection Using In-the-wild DataabstractEarly detection of dementia has attracted much research interest due to its crucial role in helping people get suitable treatment or care. Video analysis may provide an effective approach for detection, with low cost and effort compared to current expensive and intensive clinical assessments. This paper investigates the use of a range of visual features - eye blink rate (EBR), head turn rate (HTR) and head movement statistical features (HMSF) - for identifying neurodegenerative disorder (ND), mild cognitive impairment (MCI) and functional memory disorder (FMD). These features are used in a noval multiple thresholds approach, which is applied to an in-the-wild video dataset which includes data recorded in a range of challenging environments. A combination of EBR and HTR gives 78 % accuracy in a three-way classification task (ND/MCI/FMD) and 83%, 83% and 92%, respectively, for the two-way classifications ND/MCI, ND/FMD and MCI/FMD. These results are comparable to related work that uses more features from different modalities. They also provide evidence to support the possibility of an in-the-home detection process for dementia or cognitive impairment. Fatimah Alzahrani, Bahman Mirheidari, Daniel Blackburn, Steve C. Maddock, Heidi Christensen |
FG | 4 |
| 2023 | Using pose estimation to identify regions and points on natural history specimensabstractA key challenge in mobilising growing numbers of digitised biological specimens for scientific research is finding high-throughput methods to extract phenotypic measurements on these datasets. In this paper, we test a pose estimation approach based on Deep Learning capable of accurately placing point labels to identify key locations on specimen images. We then apply the approach to two distinct challenges that each requires identification of key features in a 2D image: (i) identifying body region-specific plumage colouration on avian specimens and (ii) measuring morphometric shape variation in Littorina snail shells. For the avian dataset, 95% of images are correctly labelled and colour measurements derived from these predicted points are highly correlated with human-based measurements. For the Littorina dataset, more than 95% of landmarks were accurately placed relative to expert-labelled landmarks and predicted landmarks reliably captured shape variation between two distinct shell ecotypes ('crab' vs 'wave'). Overall, our study shows that pose estimation based on Deep Learning can generate high-quality and high-throughput point-based measurements for digitised image-based biodiversity datasets and could mark a step change in the mobilisation of such data. We also provide general guidelines for using pose estimation methods on large-scale biological datasets. Christopher R. Cooney, Steve C. Maddock, Gavin H. Thomas |
PLoS Comput. Biol. | 3 |
| 2021 | Eye Blink Rate Based Detection of Cognitive Impairment Using In-the-wild DataabstractInvestigating automatic methods for the early detection of dementia and related conditions that cause cognitive impairment is an area of growing interest. Video processing could play a role by providing a non-invasive and low-cost alternative to current expensive assessments. For this to be successful it is crucial that approaches are robust to in-the-wild challenges. In this paper, visual cues, related to the eye blink rate (EBR), are investigated to quantify the early phase of neurodegenerative disorder (ND) and mild cognitive impairment (MCI) as well as functional memory disorder (FMD; problems with memory not related to neurodegenerative disorder). This paper aims to improve the detection of ND and MCI by investigating a novel approach to calculating the EBR that is more robust to in-the-wild challenges. An in-house dataset with 18 participants is used. The EBR is calculated from eye landmarks extracted using two libraries (Dlib and Openface). To mitigate issues observed in the noisy, in-the-wild recordings, a multiple threshold approach for EBR detection is proposed. It involves generating multiple thresholds for identifying a blink, where a threshold is used to determine whether an eye is open or closed. Several supervised machine learning approaches are used for automatic classification. The results show that accuracy measures of 89% and 78% are achieved using Dlib and OpenFace data, respectively, when distinguishing between three conditions with ND, MCI and FMD. Fatimah Alzahrani, Bahman Mirheidari, Daniel Blackburn, Steve C. Maddock, Heidi Christensen |
ACII | 4 |
| 2020 | Improved GPU near neighbours performance for multi-agent simulationsabstractComplex systems simulations are well suited to the SIMT paradigm of GPUs, enabling millions of actors to be processed in fractions of a second. At the core of many such simulations, fixed radius near neighbours (FRRN) search provides the actors with spatial awareness of their neighbours. The FRNN search process is frequently the limiting factor of performance, due to the disproportionate level of scattered memory reads demanded by the query stage, leading to FRNN search runtimes exceeding that of simulation logic. In this paper, we propose and evaluate two novel optimisations (Strips and Proportional Bin Width) for improving the performance of uniform spatially partitioned FRNN searches and apply them in combination to demonstrate the impact on the performance of multi-agent simulations. The two approaches aim to reduce latency in search and reduce the amount of data considered (i.e. more efficient searching), respectively. When the two optimisations are combined, the peak obtained speedups observed in a benchmark model are 1.27x and 1.34x in two and three dimensional implementations, respectively. Due to additional non FRNN search computation, the peak speedup obtained when applied to complex system simulations within FLAMEGPU is 1.21x. Robert Chisholm, Steve C. Maddock, Paul Richmond |
J. Parallel Distributed Comput. | 2 |
| 2020 | A computerized craniofacial reconstruction method for an unidentified skull based on statistical shape models
Wuyang Shui, Steve C. Maddock, Qingqiong Deng, Kang Li 0005, Yachun Fan, Xiujie Wu |
Multim. Tools Appl. | 3 |
| 2019 | Fast Simulation of Crowd Collision Avoidance
John Charlton, Luis Rene Montana Gonzalez, Steve C. Maddock, Paul Richmond |
CGI | 3 |
| 2019 | 3D Visual Speech Animation Using 2D VideosabstractIn visual speech animation, lip motion accuracy is of paramount importance for speech intelligibility, especially for the hard of hearing or foreign language learners. We present an approach for visual speech animation that uses tracked lip motion in front-view 2D videos of a real speaker to drive the lip motion of a synthetic 3D head. This makes use of a 3D morphable model (3DMM), built using 3D synthetic head poses, with corresponding landmarks identified in the 2D videos and the 3DMM. We show that using a wider range of synthetic head poses for different phoneme intensities to create a 3DMM, as well as a combination of front and side photographs of the real speakers rather than just front photographs to produce initial neutral 3D synthetic head poses, gives better animation results when compared to ground truth data consisting of front-view 2D videos of real speakers. Rabab Algadhy, Yoshihiko Gotoh, Steve C. Maddock |
ICASSP | 3 |
| 2019 | Two-dimensional batch linear programming on the GPU
John Charlton, Steve C. Maddock, Paul Richmond |
J. Parallel Distributed Comput. | 2 |
| 2018 | The impact of the Lombard effect on audio and visual speech recognition systemsabstractWhen producing speech in noisy backgrounds talkers reflexively adapt their speaking style in ways that increase speech-in-noise intelligibility. This adaptation, known as the Lombard effect, is likely to have an adverse effect on the performance of automatic speech recognition systems that have not been designed to anticipate it. However, previous studies of this impact have used very small amounts of data and recognition systems that lack modern adaptation strategies. This paper aims to rectify this by using a new audio-visual Lombard corpus containing speech from 54 different speakers – significantly larger than any previously available – and modern state-of-the-art speech recognition techniques. The paper is organised as three speech-in-noise recognition studies. The first examines the case in which a system is presented with Lombard speech having been exclusively trained on normal speech. It was found that the Lombard mismatch caused a significant decrease in performance even if the level of the Lombard speech was normalised to match the level of normal speech. However, the size of the mismatch was highly speaker-dependent thus explaining conflicting results presented in previous smaller studies. The second study compares systems trained in matched conditions (i.e., training and testing with the same speaking style). Here the Lombard speech affords a large increase in recognition performance. Part of this is due to the greater energy leading to a reduction in noise masking, but performance improvements persist even after the effect of signal-to-noise level difference is compensated. An analysis across speakers shows that the Lombard speech energy is spectro-temporally distributed in a way that reduces energetic masking, and this reduction in masking is associated with an increase in recognition performance. The final study repeats the first two using a recognition system training on visual speech. In the visual domain, performance differences are not confounded by differences in noise masking. It was found that in matched-conditions Lombard speech supports better recognition performance than normal speech. The benefit was consistently present across all speakers but to a varying degree. Surprisingly, the Lombard benefit was observed to a small degree even when training on mismatched non-Lombard visual speech, i.e., the increased clarity of the Lombard speech outweighed the impact of the mismatch. The paper presents two generally applicable conclusions: i) systems that are designed to operate in noise will benefit from being trained on well-matched Lombard speech data, ii) the results of speech recognition evaluations that employ artificial speech and noise mixing need to be treated with caution: they are overly-optimistic to the extent that they ignore a significant source of mismatch but at the same time overly-pessimistic in that they do not anticipate the potential increased intelligibility of the Lombard speaking style. Ricard Marxer, Jon Barker, Najwa Alghamdi, Steve C. Maddock |
Speech Commun. | 4 |
| 2017 | The impact of automatic exaggeration of the visual articulatory features of a talker on the intelligibility of spectrally distorted speech
Najwa Alghamdi, Steve C. Maddock, Jon Barker, Guy J. Brown |
Speech Commun. | 2 |
| 2015 | Physically-based forehead animation including wrinklesabstractABSTRACT Physically‐based animation techniques enable more realistic and accurate animation to be created. We present a fully physically‐based approach for efficiently producing realistic‐looking animations of facial movement, including animation of expressive wrinkles. This involves simulation of detailed voxel‐based models using a graphics processing unit‐based total Lagrangian explicit dynamic finite element solver with an anatomical muscle contraction model, and advanced boundary conditions that can model the sliding of soft tissue over the skull. The flexibility of our approach enables detailed animations of gross and fine‐scale soft‐tissue movement to be easily produced with different muscle structures and material parameters, for example, to animate different aged skins. Although we focus on the forehead, our approach can be used to animate any multi‐layered soft body. © 2014 The Authors.Computer Animation and Virtual Worldspublished by John Wiley & Sons, Ltd. Mark Warburton, Steve C. Maddock |
Comput. Animat. Virtual Worlds | 2 |
| 2009 | Accurate multidimensional Poisson-disk samplingabstractWe present an accurate and efficient method to generate samples based on a Poisson-disk distribution. This type of distribution, because of its blue noise spectral properties, is useful for image sampling. It is also useful for multidimensional Monte Carlo integration and as part of a procedural object placement function. Our method extends trivially from 2D to 3D or to any higher dimensional space. We demonstrate results for up to four dimensions, which are likely to be the most useful for computer graphics applications. The method is accurate because it generates distributions with the same statistical properties of those generated with the brute-force dart-throwing algorithm, the archetype against which all other Poisson-disk sampling methods are compared. The method is efficient because it employs a spatial subdivision data structure that signals the regions of space where the insertion of new samples is allowed. The method hasO(NlogN) time and space complexity relative to the total number of samples. The method generates maximal distributions in which no further samples can be inserted at the completion of the algorithm. The method is only limited in the number of samples it can generate and the number of dimensions over which it can work by the available physical memory. Manuel N. Gamito, Steve C. Maddock |
ACM Trans. Graph. | 2 |
| 2008 | Topological correction of hypertextured implicit surfaces for ray casting
Manuel N. Gamito, Steve C. Maddock |
Vis. Comput. | 2 |
| 2007 | Progressive refinement rendering of implicit surfaces
Manuel N. Gamito, Steve C. Maddock |
Comput. Graph. | 2 |
| 2007 | Approximating character biomechanics with real-time weighted inverse kinematicsabstractAbstract In this paper we show how the expensive, offline dynamic simulations of character motions can be approximated using the cheaper weighted inverse kinematics (WIK)‐based approach. We first show how a dynamics‐based approach can be used to produce a motion that is representative of a real target actor using the motion of a different source actor and the biomechanics of the target actor. This is compared against a process that uses WIK to achieve the same motion mapping goal without direct biomechanical input. The parallels between the results of the two approaches are described and further reasoned from a mathematical perspective. Thus we demonstrate how character biomechanics can be approximated with real‐time WIK. Copyright © 2007 John Wiley & Sons, Ltd. Michael Meredith, Steve C. Maddock |
Comput. Animat. Virtual Worlds | 2 |
| 2007 | Ray casting implicit fractal surfaces with reduced affine arithmetic
Manuel N. Gamito, Steve C. Maddock |
Vis. Comput. | 2 |
| 2006 | Anti-aliasing with Stratified B-spline Filters of Arbitrary DegreeabstractAbstract A simple and elegant method is presented to perform anti‐aliasing in raytraced images. The method uses stratified sampling to reduce the occurrence of artefacts in an image and features a B‐spline filter to compute the final luminous intensity at each pixel. The method is scalable through the specification of the filter degree. A B‐spline filter of degree one amounts to a simple anti‐aliasing scheme with box filtering. Increasing the degree of the B‐spline generates progressively smoother filters. Computation of the filter values is done in a recursive way, as part of a sequence of Newton‐Raphson iterations, to obtain the optimal sample positions in screen space. The proposed method can perform both anti‐aliasing in space and in time, the latter being more commonly known as motion blur. We show an application of the method to the ray casting of implicit procedural surfaces. Manuel N. Gamito, Steve C. Maddock |
Comput. Graph. Forum | 2 |
| 1995 | Personal CAL workbooks: the next chapters
Steve C. Maddock |
Comput. Graph. | 1 |
| 1994 | A personal CAL workbook
Steve C. Maddock |
Comput. Graph. | 1 |