Research interests
- computer graphics systems
- computational models for geometric algebra
- human-computer-interaction
- medical extended reality (XR: VR, AR, MR)
- spatial computing
- illumination models and real-time rendering
- geometric algebra for computer graphics
- GPU programming
- AR/VR gamification & game-based learning
- virtual heritage
- real-time physics simulation frameworks-engines
- integrated VR/AR character simulation for interactive storytelling
- human augmentation technologies
- machine-learning for computer graphics
Selected Published Research Results
2020: M.A.G.E.S. 3.0 Tying the knot of medical VR [paper]
2019: Transforming Medical Education and Training with VR using M.A.G.E.S. [paper]
2018: ORamaVR tech video
2018: Rapid reconstruction and simulation of real characters in Mixed Reality environments [paper]
2017: Psychomotor Surgical Training in Mixed Reality [paper]
2017: Augmented Cognition via Brainwave Entrainment in Virtual Reality: An Open, Integrated Brain Augmentation in a Neuroscience System Approach [paper]
2017: Gamified Augmented and Virtual reality character rendering and animation enabling technologies [paper]
2017: Real-time rendering under distant illumination with Conformal Geometric Algebra [paper]
2017: Psychomotor Surgical Training in Virtual Reality [paper]
2016: A Mobile, AR Inside-Out POsitional Tracking algorithm, (MARIOPOT), suitable for modern, affordable cardboard-style VR HMDs [paper]
2016: An inclusive Conformal Geometric Algebra GPU animation interpolation and deformation algorithm [paper]
2016: Mixed Reality Serious Games for smart education [paper]
2016: A Conformal Geometric Algebra code generator comparison for Virtual Character Simulation [paper]
2016: Life-sized Group and Crowd simulation in Mobile AR [paper]
2015 Demo excerpt C: Mobile Virtual Reality featuring a six degrees of freedom interaction paradigm in a virtual museum application [based on this R&D]
2015 Demo excerpt B: Simulated virtual characters in mobile Augmented Reality (illustrated in the Kourion ancient theatre and the Asinou Byzantine church, Unesco cultural heritage sites, Cyprus) [based on this R&D]
2015 Demo excerpt A: Path-tracing global illumination and 3D reconstruction of the Macedonian Tomb of Philip II [based on this R&D]
2015: A fast and robust pipeline for populating mobile AR scenes with gamified virtual characters [paper]
2014: A comparison of gamified, immersive Virtual Reality curation methods for enhanced presence [paper]
2014: Mixed reality geometric algebra animation methods for gamified intangible heritage [paper]
2014: Mobile, cross-platform, life-size animated virtual characters in indoors and outdoors AR scenes [paper]
2014: glGA: an OpenGL Geometric Application framework for a modern, shader-based computer graphics curriculum
[paper]
2013: Geometric Algebra rotors for Skinned Character Animation Blending [paper]
2013: Real-time Separable Subsurface Scattering for Animated Virtual Character rendering [paper]
2012: From real to virtual rapid architectural prototyping [paper]
2012: Tech-demo: Geospatial technology meets Gamification II: Real-time 3D Scene editing [paper]
2012: Tech-demo: Geospatial technology meets Gamification I: GIS & Game Engine integration [paper]
2011: Real-time crowd simulation for 3D architectural pre-visualization [paper]
2010: Virtual Heritage: Gamification in ancient virtual theatrical play and actor simulation in HDR Image Based Lighting environments in Ancient Aspendos, Minor Asia [paper]
2010: Bridging real and virtual worlds in serious games [paper]
2009: Real-time GPU-based rendering & animation of the Xian Soldiers cultural heritage artifacts [paper]
2009: Tech-demo Real-time Xian soldiers illumination simulation (dPRT algorithm) [paper]
2009: Virtual Heritage simulation of an ancient theatrical play (Antigone by Sophocles) in ancient Aspendos, Minor Asia: act 2 [paper]
2009: Virtual Heritage simulation of an ancient theatrical play (Antigone by Sophocles) in ancient Aspendos, Minor Asia: act 1 [paper]
2009: Self adaptive animation in Augmented Reality [paper]
2008: Tech Demo: Integrating real occlusion rendering with AR characters (with real-time face, body, clothes simulation) in a Thermopolion scale model for ancient Pompeii, Italy[paper]
2008: A dialogue-based, interactive Mixed Reality Framework for virtual humans [paper]
2007: An illumination registration model for virtual humans in mixed reality [paper]
2006: LIFEPLUS, the making of the first word-wide Augmented Reality reconstruction of 3D virtual fauna and flora in the archaeological site of Ancient Pompeii, Italy[paper]
2006: Medical visualization – walking sequence using our integrated framework for character simulation VHD++ [paper]
2005: LIFEPLUS, real-time demo for the site of ancient Pompeii, Italy [paper]
2005: Medical visualization – hip rotation using our integrated framework for character simulation VHD++ [paper]
2004: Modelling of bodies and clothes for virtual environments [paper]
2004: Tech Demo: Virtual SSergius&Bacchus edifice with global illumination simulation (Progressive Radiosity) [paper]
2003: Medical visualization – Interactive VR storytelling for first-aid medical decision training & learning [paper]
2002: Stable real-time interaction between virtual humans and real scenes [paper]
2002: Real-time Namaz Pray and acoustical evaluation in a crowded virtual heritage edifice [paper]
2001: Real-time photorealistic simulation of the SS. Sergius and Bacchus edifice [paper]
Open & Open-source, R&D s/w frameworks, toolkits & libraries authored, co-authored or contributed to:
- VHD++ (co-author)
- glGA (author)
- vhdPLUS (co-author)
- OpenScenegraph (contributor)
- AntTweakBar (contributor)