Research & Projects

Interests

  • Mixed Reality
  • 3D User Interfaces
  • Computer Vision
  • Visual Computing
  • Game Development
  • HCI

Projects

  • VR for the Study of Moral Dilemmas involving Driverless Cars

    VR for the Study of Moral Dilemmas involving Driverless Cars

    MSc Thesis at UCL

    Project Title: Virtual Reality for the Study of Moral Dilemmas involving Driverless Cars
    Academic Year: 2015-2016
    Advisors: PhD Student Jacob Thorn, Prof. Mel Slater
    Programming Languages: C#
    Libraries/APIs: Unity3D, OptiTrack, Oculus Rift

    Abstract

    Exploiting the fact that people tend to respond realistically during situations recreated using immersive virtual reality technology, in this thesis, a pilot study was conducted in order to get an insight on how people evaluate the morality of decisions a driverless car should inevitably make in moral dilemma scenarios. A virtual reality simulation was designed and developed, through which users were able to fully experience a moral dilemma leading to an accident, as the passengers of a virtual autonomous vehicle.

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  • SlalomPenguin-VR: A Game Interface for Locomotion in VR Environments

    SlalomPenguin-VR: A Game Interface for Locomotion in VR Environments

    Virtual Environments Course at UCL

    Project Title: SlalomPenguin-VR: A Game Interface for Locomotion in VR Environments
    Academic Year: 2015-2016
    Advisors: Anthony Steed, David Swapp
    Grade: A+
    Programming Languages: C#
    Libraries/APIs: MiddleVR, Unity3D

    Abstract

    A motion interface which requires self-propulsion from the user is known as a locomotion interface and is the means by which a user travels through a virtual environment (VE). In this project , a locomotion technique from literature called: “PenguFly” was selected, implemented and further improved adding the feature of rotation of the view based on where user looks at. The effectiveness of our locomotion interface is demonstrated through an immersive environment of the well known alpine-skiing sport, that was constructed for this purpose, from scratch, using the Unity3D game engine. The evaluation results indicate that the technique is easy-to-use and enjoyable.

     

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  • Augmented Reality Chess

    Augmented Reality Chess

    Diploma Thesis

    Project Title: Dynamic Simulation of Virtual Objects for Augmented Reality Applications. Development of an Augmented Reality Chess.
    Academic Year: 2014-2015
    Advisor: K.Moustakas ,
    TUM Supervisors: Yuta Itoh, Gudrun Klinker
    Grade: 10/10
    Programming Language: C/C++
    Libraries/APIs: OpenGL, OpenCV, Intel RealSense, ArUco, Qt, GLM

    Abstract

    In order to produce realistic mixed reality simulations and enhance immersion in augmented reality systems, solutions must not only present a realistic visual rendering of the virtual objects, but also allow natural hand interactions. The main goal of this Thesis is to utilize and introduce advanced techniques for the superimposition and manipulation of virtual objects over the view of the real world for mixed reality simulations. In this work, a modern RGB-Depth sensor was used and a pinch gesture detection algorithm was implemented, employing user’s thumb and forefinger to interact with the virtual content. Ultimately, a Mixed Reality Chess was developed, focused on providing an immersive experience to users, so that they are able to manipulate virtual chess pieces in front of a real table and play against a chess engine.

     

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  • Isotropic Remeshing of Surfaces Based on Parameterisation

    Isotropic Remeshing of Surfaces Based on Parameterisation

    Final project for Acquisition & Processing of 3D Geometry Course

    Project Title: Isotropic Remeshing of Surfaces Based on Parameterisation
    Teammates: Zhe Cao
    Academic Year: 2015-2016
    Advisor: Niloy Mitra
    Grade: 83%
    Programming Languages: C/C++
    Libraries/APIs: OpenGL, CGAL

    Abstract

    In digital geometry processing, remeshing is considered a fundamental part in order to improve the quality of a simplified mesh after the scanning of a 3D object. In this project, we were asked to write code in order to implement basic remeshing algorithms which will approximate the original model while improving the triangle properties. The method we used is based on a sequence of local modifications performed on a copy of initial mesh. The general idea is that we relocate all the vertices in parameterisation domain via a weighted Centroidal Voronoi Tessellation (WCVT) and then we calculate the new 3D positions based on the initial mesh geometry (triangulation).

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  • Iterative Closest Point (ICP) Implementation

    Iterative Closest Point (ICP) Implementation

    Coursework for Acquisition & Processing of 3D Geometry Course

    Course: Acquisition & Processing of 3D Geometry
    Academic Year: 2015-2016
    Term: 2
    Instructor: N. Mitra
    Programming Language: C/C++
    Libraries/APIs: Eigen, LibANN, GLFW, OpenGL

    The Iterative Closest Point algorithm is a general purpose algorithm intended to match various geometrical primitives. In this assignment, the 3D ICP algorithm was implemented, as well as some of its variants, affecting the speed/accuracy. We use the algorithm to match multiple scanned point cloud set versions (from different degrees  0,45,90,135,..) of the famous Stanford Bunny Model. The algorithm is utilized, in order to move a model M2 (45 degrees) towards model M1 (0 degrees) by estimating the optimal transformation (output of ICP). The results are visualized for better understanding of the registration.

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  • Mesh Denoising using Laplacian Filtering

    Mesh Denoising using Laplacian Filtering

    Coursework for Acquisition & Processing of 3D Geometry Course

    Course: Acquisition & Processing of 3D Geometry
    Academic Year: 2015-2016
    Term: 2
    Instructor: N. Mitra
    Programming Language: C/C++
    Libraries/APIs: Eigen, LibANN, GLFW, OpenGL

    After scanning a 3D object, noise of data acquired may cause problems. That is why, we need algorithms which will remove noise while preserving the main characteristics of the object scanned. In the first part of this coursework, we were asked to write code in order to acquire useful features of 3D models such as mean curvature, gaussian curvature and principal curvatures, while in the second part we implement explicit and implicit mesh denoising.

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  • Light Source Estimation using an RGB-D Sensor for AR Applications

    Light Source Estimation using an RGB-D Sensor for AR Applications

    Computer Graphics and Virtual Reality Course

    Title: Light Source Estimation using an RGB-D Sensor for Augmented Reality Applications
    Course: Computer Graphics and Virtual Reality
    Academic Year: 2013-2014
    Semester: 9th
    Instructor: K.Moustakas
    Programming Language: C/C++
    Libraries/APIs: PCL, OpenNI, OpenGL
    Github Code

    Abstract

    Developed algorithms to estimate the position of a Point Light Source in a scene using Kinect and Point Cloud Library based on code developed by by Zhongshi (Sam) Jiang and Shayan Rezvankhah.

     

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  • Kinect Augmented Reality Game: AvengeRs

    Kinect Augmented Reality Game: AvengeRs

    ICCS NTUA Internship Project

    Title: Kinect Augmented Reality Game: “AvengeRs”
    Year: 2013
    Programming Languages: C#
    Libraries/APIs: Kinect SDK

    Abstract

    An Augmented Reality Game implemented using Kinect SDK and Microsoft’s Kinect Sensor. Kinect recognizes player’s skeleton and turns him into his favorite Avenger(Hulk,Iron Man,Thor or Captain America). Each Avenger has different weapons and abilities as well as different enemies to destroy.

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  • 2D & 3D Convex Hulls, Distance Maps and Collision Detection

    2D & 3D Convex Hulls, Distance Maps and Collision Detection

    Computational Geometry Course

    Title: 2D & 3D Convex Hulls, Distance Maps and Collision Detection
    Course: Computational Geometry & 3D Modeling Applications
    Academic Year: 2012-2013
    Semester: 8th
    Instructor: K.Moustakas
    Grade: 9/10
    Programming Language: C/C++
    Libraries/APIs: OpenGL, GeoLib, MathGeoLib

     

    Abstract

    A project which presents a solution to the implementation of 2D and 3D Convex Hulls as well as the implementation of distance maps and Sphere-Polyhedron Collision Detection.

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  • OpenGL Horse Racing

    OpenGL Horse Racing

    Computer Graphics Mini-Project

    Title: OpenGL Horse Racing
    Course: Computer Graphics Lab
    Academic Year: 2013-2014
    Semester: 9th
    Instructor: K.Moustakas
    Programming Language: C/C++
    Libraries/APIs: OpenGL

     

    Abstract

    An OpenGL program which simulates a horse race using basic openGL primitives. By pressing F1 horses start running on a random speed passing each other.

     

    Video

  • Don Quixote's Saga

    Don Quixote's Saga

    Global Game Jam 2014

    Title:Game: “Don Quixote’s Saga”
    Event: Global Game Jam 2014 at Patras
    Programming Languages: HTML, Javascript
    Libraries/APIs: EnchantJS Framework

    Team Members

    • Marios Bikos (Programmer)
    • Spyros Tsirintanis (Sound Designer/Composer)
    • Spyros Mintzas (Graphics Designer)Abstract

    Abstract

    A videogame featuring Don Quixote, a farmer obsessed with the chivalrous ideals touted in books he has read, who decides to take up his lance and sword to defend the helpless and destroy the wicked. In this videogame the player must hit the giants that come towards him with his throwing spears.When a giant is hit 3 times, he turns into a windmill. If a player comes in contact with a giant or a windmill he loses one life. The game is over when the player loses all 3 lives. Player can get the pink candies that come towards him randomly and hurl three spears simultaneously for a limited time. The game is optimized for Smartphones and Tablets.

    Check out out more details: Global Game Jam 2014 Entry

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  • 2-D Web-based Game as a Website for an Indie Game Development Studio

    2-D Web-based Game as a Website for an Indie Game Development Studio

    Internet Programming Course

    Title: 2-D Web-based Game as a Website for an Indie Game Development Studio
    Course: Internet Programming Lab
    Academic Year: 2013-2014
    Semester: 9th
    Instructor:P. Stathopoulou, M.Koukias
    Fellow Team Member: Chris Tsekes
    Grade: 10/10
    Programming Languages: Javascript, HTML, CSS
    Tools/Software: Tiled Map Editor
    Libraries/APIs:  EnchantJS

     

    Abstract

    Development of a 2-D Web-based Game which can be used as a website for an Indie Game Dev. Studio.We created this gamified website as an example of how a game development studio like Flipped Horizons can attract more visitors and engage users. Visitors can wander around and discover more about this Gaming company as well as interact with the environment.

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