Papers - Overview

This is the more academic side of my work, with the research papers I have written or been a part of as well as other unpublished & undergraduate work with supporting material such as presentations and videos if applicable.
Any questions or enquires, feel free to email me.


Published Papers


Unpublished Papers & Under Graduate Papers

Comparison of complex-background subtraction
algorithms using a fixed camera

Abstract:

In this paper we look at the problem which is the background subtraction algorithms when dealing with complex, or real-world, background, as background subtraction is a vital step for Computer Vision. We will be measuring the effectiveness of each background subtraction algorithm of handling a real-world scene and subtracting the unwanted background elements as well as the time taken to complete
each data set. The data taken from this experiment can show that certain algorithms are suited to specific tasks and by joining them and we could successfully remove a complex background.

Links [paper - pdf] [presentation - ppt]

Tools to improve workflow for implementing content for use in Gavin Wade’s Game Engine - Undergrate Dissertation

Abstract:

This project looks at designing, developing and implementing tools within Autodesk's 3ds Max; that can improve the workflow when developing game levels for use in Gavin Wade's Game Engine Technology. It will now look into project management models in order to pick the best project management methods for this type of software development task, as well as different Primary Research methods for collecting data. The interviewing of two subjects will create a list of requirements for these tools to make the tools valid and useful for artist. It will look at what industry professional have designed for similar problems, and with this, design the tools around the list of requirements. Each tool will be implemented and, once at a working prototype stage, will be giving to students for 30 days for Real-World testing, where the tools will evolve to create a truly artist-orientated tool. The tools will be tested with new users to ensure the tools are useable from all ability groups. The tools will be evaluated against the requirements and the original aims and goals of the project; with a final conclusion into whether the new tools did improve the workflow for Gavin Wade's Game Engine Technology.

Links [paper - pdf]

Conducting the performance: Setting up a motion capture real-time performance

Abstract:

No abstract

Links [paper - pdf]