Steve C. Maddock

Orcid: 0000-0003-3179-0263

Affiliations:
  • University of Sheffield, Department of Computer Science, UK


According to our database1, Steve C. Maddock authored at least 70 papers between 1994 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

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Bibliography

2024
Evaluation in Neural Style Transfer: A Review.
Comput. Graph. Forum, September, 2024

The impact of differences in facial features between real speakers and 3D face models on synthesized lip motions.
CoRR, 2024

Using the Polynomial Particle-in-Cell Method for Liquid-Fabric Interaction.
Proceedings of the 19th International Joint Conference on Computer Vision, 2024

2023
Depth-Aware Neural Style Transfer for Videos.
Comput., April, 2023

A Comparative Study of Safety Zone Visualisations for Virtual and Physical Robot Arms Using Augmented Reality.
Comput., April, 2023

Using pose estimation to identify regions and points on natural history specimens.
PLoS Comput. Biol., February, 2023

Augmented Reality Safety Zone Configurations in Human-Robot Collaboration: A User Study.
Proceedings of the Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction, 2023

Investigating Visual Features for Cognitive Impairment Detection Using In-the-wild Data.
Proceedings of the 17th IEEE International Conference on Automatic Face and Gesture Recognition, 2023

Neural Style Transfer for Computer Games.
Proceedings of the 34th British Machine Vision Conference Workshop Proceedings, 2023

2022
Recent Advances in Video Analytics for Rail Network Surveillance for Security, Trespass and Suicide Prevention - A Survey.
Sensors, 2022

Depth-aware Neural Style Transfer using Instance Normalization.
CoRR, 2022

2021
Eye Blink Rate Based Detection of Cognitive Impairment Using In-the-wild Data.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

2020
Simulating Crowds and Autonomous Vehicles.
Trans. Comput. Sci., 2020

A computerized craniofacial reconstruction method for an unidentified skull based on statistical shape models.
Multim. Tools Appl., 2020

Improved GPU near neighbours performance for multi-agent simulations.
J. Parallel Distributed Comput., 2020

Breathing Life into Statues Using Augmented Reality.
Proceedings of the Computer Graphics & Visual Computing, 2020

2019
Two-dimensional batch linear programming on the GPU.
J. Parallel Distributed Comput., 2019

An Evaluation Approach for a Physically-Based Sticky Lip Model.
Comput., 2019

3D Visual Speech Animation Using 2D Videos.
Proceedings of the IEEE International Conference on Acoustics, 2019

A Sketch-based Interface for Real-time Control of Crowd Simulations that Use Navigation Meshes.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019

Fast Simulation of Crowd Collision Avoidance.
Proceedings of the Advances in Computer Graphics, 2019

2018
The impact of the Lombard effect on audio and visual speech recognition systems.
Speech Commun., 2018

Data-parallel agent-based microscopic road network simulation using graphics processing units.
Simul. Model. Pract. Theory, 2018

Physically-based Sticky Lips.
Proceedings of the Computer Graphics & Visual Computing, 2018

Recreating Sheffield's Medieval Castle In Situ using Outdoor Augmented Reality.
Proceedings of the Virtual Reality and Augmented Reality, 2018

2017
The impact of automatic exaggeration of the visual articulatory features of a talker on the intelligibility of spectrally distorted speech.
Speech Commun., 2017

A PCA-Based method for determining craniofacial relationship and sexual dimorphism of facial shapes.
Comput. Biol. Medicine, 2017

Sketching for Real-time Control of Crowd Simulations.
Proceedings of the Computer Graphics & Visual Computing, 2017

2016
Automatic planar shape segmentation from indoor point clouds.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

Using Semi-automatic 3D Scene Reconstruction to Create a Digital Medieval Charnel Chapel.
Proceedings of the Computer Graphics & Visual Computing, 2016

PED: Pedestrian Environment Designer.
Proceedings of the Computer Graphics & Visual Computing, 2016

A Standardised Benchmark for Assessing the Performance of Fixed Radius Near Neighbours.
Proceedings of the Euro-Par 2016: Parallel Processing Workshops, 2016

2015
Physically-based forehead animation including wrinkles.
Comput. Animat. Virtual Worlds, 2015

Using Sketching to Control Heterogeneous Groups.
Proceedings of the Computer Graphics and Visual Computing, 2015

A comparison of audiovisual and auditory-only training on the perception of spectrally-distorted speech.
Proceedings of the 18th International Congress of Phonetic Sciences, 2015

Road Network Simulation Using FLAME GPU.
Proceedings of the Euro-Par 2015: Parallel Processing Workshops, 2015

Investigating the impact of artificial enhancement of lip visibility on the intelligibility of spectrally-distorted speech.
Proceedings of the Auditory-Visual Speech Processing, 2015

2013
Creating Finite Element Models of Facial Soft Tissue.
J. WSCG, 2013

GPU Simulation of Finite Element Facial Soft-Tissue Models.
Proceedings of the Theory and Practice of Computer Graphics, 2013

2010
Craniofacial Reconstruction Based on Skull-face Models Extracted from MRI Datasets.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Audio-Visual Animation of Urban Space.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Comparison of Different Types of Visemes using a Constraint-based Coarticulation Model.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Sketch-Based Posing of 3D Faces for Facial Animation.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Evaluation of A Viseme-Driven Talking Head.
Proceedings of the Theory and Practice of Computer Graphics, 2010

A talking head for speech tutoring.
Proceedings of the ACM / SSPNET 2nd International Symposium on Facial Analysis and Animation, 2010

2009
Accurate multidimensional Poisson-disk sampling.
ACM Trans. Graph., 2009

2008
Topological correction of hypertextured implicit surfaces for ray casting.
Vis. Comput., 2008

A Constraint-Based Approach to Visual Speech for a Mexican-Spanish Talking Head.
Int. J. Comput. Games Technol., 2008

Game Portability Using a Service-Oriented Approach.
Int. J. Comput. Games Technol., 2008

Segmenting the External Surface of a Human Skull in MR Data.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2008

Localised Topology Correction for Hypertextured Terrains.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2008

Sketching Faces.
Proceedings of the 5th Eurographics Workshop on Sketch-Based Interfaces and Modeling, 2008

2007
Ray casting implicit fractal surfaces with reduced affine arithmetic.
Vis. Comput., 2007

Approximating character biomechanics with real-time weighted inverse kinematics.
Comput. Animat. Virtual Worlds, 2007

Progressive refinement rendering of implicit surfaces.
Comput. Graph., 2007

A Statistically-Assisted Sketch-Based Interface for Creating Arbitrary 3-dimensional Faces.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2007

2006
A serious game for traffic accident investigators.
Interact. Technol. Smart Educ., 2006

Anti-aliasing with Stratified B-spline Filters of Arbitrary Degree.
Comput. Graph. Forum, 2006

A progressive refinement approach for the visualisation of implicit surfaces.
Proceedings of the GRAPP 2006: Proceedings of the First International Conference on Computer Graphics Theory and Applications, 2006

2005
Adapting motion capture data using weighted real-time inverse kinematics.
Comput. Entertain., 2005

Game logic portability.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Constraint-based synthesis of visual speech.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

2003
Using Synthetic Vision for Autonomous Non-Player Characters.
Inteligencia Artif., 2003

Use and Re-use of Facial Motion Capture Data.
Proceedings of the 1st International Conference on Vision, Video, and Graphics, 2003

Planar Bones for MPEG-4 Facial Animation.
Proceedings of the Theory and Practice of Computer Graphics 2003 (TPCG 2003), 2003

Image-based Talking Heads using Radial Basis Functions.
Proceedings of the Theory and Practice of Computer Graphics 2003 (TPCG 2003), 2003

2000
Computer games technology and higher education.
Virtual Real., 2000

Computer games.
Virtual Real., 2000

1995
Personal CAL workbooks: the next chapters.
Comput. Graph., 1995

1994
A personal CAL workbook.
Comput. Graph., 1994


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