Independant Study 2014
enOvation 2013–2014, Honors thesis 2015
Mitchell participated in the enOvation program and also completed an Honors thesis in the field of virtual reality. Given the ready availability of the Kinect sensor and the Oculus head-mounted display, Mitchell developed a proof of concept for consumer-grade distributed shared augmented reality. He wrote an application to deliver the output of the Kinect over the network for display by the Oculus. Multiple users’ Kinect point clouds are merged prior to display, allowing them to perceive that they are in the same room.
REU Summer 2014
Jackie took several steps toward improved photorealism in Panoptic’s depiction of the planet Mars. She acquired and processed several Martian data sets for real-time display, she investigated the visual simulation of the Martian atmosphere, and she developed a GPU shader to synthesize high-resolution surface detail from coherent noise. Jackie’s poster took 2nd place at the Summer Undergraduate Research Forum, and an image of her work was featured on the 2015 CCT REU T-shirt.
2014–2016 Undergraduate Research
Thomas has participated in a variety of projects involving the application of off-the-shelf game engines to tasks in real-time visualization. Much of his work has focused on the use of the Unreal Engine on the Oculus Rift, with direct application to funded research and proposal-writing activities. Specific achievements include the creation of VR environments for use in user studies in occupant behavior, energy consumption, and kinesiology, with emphasis on photorealistic illumination and the integration of VR interactivity with external simulation software.
2014 Undergraduate Research
Kathryn created “digital stained glass.” She developed software for an array of three transparent LCDs to be hung in an external window at the Digital Media Center, home of the Center for Computation & Technology Kathryn’s work was featured on the College of Engineering newsletter as well as the cover of the LSU student newspaper, the Daily Reveille.
Job is a PhD student working in scientific visualization and virtual reality. He’s currently exploring improvement methods of volume rendering and contour rendering for head-mounted displays.
Fall 2013–Spring 2014
enOvation was an initiative by the deans of the LSU College of Engineering and the School of Music and Dramatic Arts to encourage collaboration between students from these very disparate communities, Student groups formed with participants from each. They proposed projects and received a few thousand dollars to develop their ideas. I mentored a group including Bruno Beltran, Danny Holmes, Jessica Sprick, Kohl Thimmesch, Mitchell Mason, Tyler Rau, and Zachary Berkowitz. They developed a video game called Erebus that mapped skillful play onto generative music. This work was demonstrated at FutureFest 2014.
Adam made Kinect VR easy and reliable. He converted our skeletal tracker from OpenNI to the Microsoft Kinect SDK and developed a Windows tracker server with a GUI front end. This server delivers real-time skeleton data via UDP to all registered clients. The Kinect SDK is not as portable as OpenNI, but it works correctly without calibration and it doesn’t crash. With Adam’s work, Kinect VR became suitable for everyday use.
Ayush vastly expanded the content of the real-time lunar visualization. He acquired several hundred gigapixels of LRO Narrow Angle Camera imagery, normalized it, and converted it to SCM format. The resulting imagery was incorporated into the Moonwall exhibit at the Adler Planetarium and Astronomy Museum.
Kevin did research in real-time shadow generation. He wrote a paper on “contact hardening” shadows and wrote a dissertation on the use of horizon encoding for shadow generation on high-resolution planetary terrains. Additionally, Kevin taught CSC 4263 Video Game Design three years running.
REU 2010, Independent Study 2010, Research Assistant 2011
Chad Thompson worked on multiple projects. He began by enhancing the API for the TacTile table. He then moved on to implement a sparse voxel octree implementation for GPU-accelerated ray casting. After this, he assisted with the early development of the Kinect Virtual Reality.
Sean developed a GPU-accelerated approach to image segmentation. With this he was able to improve the speed and quality of the multitouch sensing capability of the TacTile multi-touch table. This work formed the core of his Master’s thesis.
Jessica completed a doctoral degree in LSU School of Education studying the use of video games in education. At the time, I was LSU’s only resident game design faculty, so we had in-depth discussion of games, game genres, and game design.