Christopher Peters 2015


These images are from really great student projects that I’ve supervised or which have been deliverables in my courses. The aforementioned include DD1354, DH2320, DH2323, DT2350, DD1392 MVK, DD2463 (Advanced Individual Course), DD3336 and Exjobb (Master thesis). I have a large variety of potential projects available to all levels and backgrounds of students at KTH relating to the areas of real-time computer graphics and animation, computer game technologies, perceptual computing and procedural generation. Application areas range from architecture and urban modelling (using VR technologies such as the Oculus Rift), to pedestrian behaviour and interaction with humanoids using devices such as the Kinect and Leap Motion. Send me an email if you would like to investigate possibilities for project work.
Christopher Peters Associate Professor (Docent) High Performance Computing and Visualization Department (HPCViz) School of Computer Science and Communication (CSC) KTH Royal Institute of Technology Sweden
Real-time gaze-based interaction with virtual agents in the Unity game engine. The pink dot that can be seen moving in the video above is the gaze position of the user. It is used to drive the behviours of virtual characters in the environment and to alter the volume of the audio from objects that are being attended to. High density crowds via fluid simulation Richard Ristic and Johan Berglund (SA104X)  
Real-time procedural urban walk-through in the Unity game engine. The purpose of this application is for experiments relating to urban perception and well being. Some of the parameters that can be altered procedurally include building height, the amount of greenery in the scene and the street and foot path (sidewalk) width. Obscurus Daniel Nyberg (DD3336)
GALLERY Gaze-based interaction with virtual agents Group Bismarck  (MVK14, Client: Tobii Technology)
Procedurally generated urban walk-through Group Heden’s Angels  (MVK15, Client: Karolinska Institute)
High density crowd simulation in the Unity game engine. The algorithm is based on a unilaterally incompressible fluid simulation. The crowd rendering aspects are based on previous student projects from the DH2323 and DH2320 courses. See blog for more info.
Miguel Ramos Carretero, Adam Qureshi, Christopher Peters, “Evaluating the perception of group emotion from full body movements in the context of virtual crowds”. Full paper, ACM Symposium on Applied Perception 2014, pp. 7-14
MASTER THESES Collision Detection Between Dynamic Objects and Static Terrain, FANGKAI YANG, 2015 (in collaboration with Avalanche Studios) Volumetric Terrain Generation on the GPU: A modern GPGPU approach to Marching Cubes, LUDWIG PETHRUS ENGSTROM, 2015 Expression of Emotion in Virtual Crowds: Investigating Emotion Contagion and Perception of Emotional Behaviour in Crowd Simulation, MIGUEL RAMOS CARRETERO, 2014
Evaluating the perception of group emotion Miguel Ramos Carretero et al. (as part of Master thesis)
Obscurus is an immersive game experience created by Daniel Nyberg using the Bitsquid game engine and uses the Oculus Rift virtual reality helmet. Daniel subsequently entered and won the prestigious CAwards! More about the development of Obscurus in his blog.
This study probes human sensitivities to the emotional expressions of a task irrelevant background crowd on the perception of emotion from a task relevant foreground group based on their full body motions.