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Kenneth J. Mitchell

Researcher at The Walt Disney Company

Publications -  23
Citations -  171

Kenneth J. Mitchell is an academic researcher from The Walt Disney Company. The author has contributed to research in topics: Rendering (computer graphics) & Augmented reality. The author has an hindex of 8, co-authored 23 publications receiving 171 citations.

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Patent

Example based editing of virtual terrain maps

TL;DR: In this paper, a terrain editing application is configured to receive assets of various types, including a blank canvas, two-dimensional (2D) sketches, real-world elevation maps, authored heightfields, etc.
Patent

Systems and methods for arranging scenes of animated content to stimulate three-dimensionality

TL;DR: In this paper, a system for arranging scenes of animated content is presented, where scenes may be arranged to simulate three-dimensionalality by shifting objects in the scenes relative to each other and/or changing other properties of one or more of the objects.
Patent

Visualisation and navigation of transmedia content data

TL;DR: In this article, a method of rendering content items on a display via an electronic device involves mapping linked content items to a three-dimensional object defined by layout data, which is then transmitted to an electronic devices for display.
Patent

Depth codec for real-time, high-quality light field reconstruction

TL;DR: In this article, the authors present a method for real-time reconstruction of high-quality light fields from depth images using a light field probe and difference mask associated with the depth image, with each node of the quadtree approximating a corresponding portion of the depth data using an approximate function.
Patent

Simulation and skinning of heterogeneous texture detail deformation

TL;DR: In this article, a method for reducing distortions introduced by deformation of a surface with an existing parameterization is presented, which comprises receiving a rest pose mesh comprising a plurality of faces, a rigidity map corresponding to the rest pose meshes, and a deformed pose mesh.