
Graphics and Vision Research at UCL
We involve the MSc CGVI students are closely with the department's research activities. The department of computer science at UCL contains some of the worlds leading researchers in computer vision, virtual environments and computer graphics. The key research groups from which most of the teaching staff are drawn are
- Virtual Environments and Computer Graphics. Research activities include real-time photo-realistic rendering, creating virtual cities and populating them with virtual characters, measuring the sense of "presence" that participants feel in virtual environments, mixed and augmented reality.
- Vision and Imaging Science. Research activities include face recognition, content-based image-database search (like Google Image/Video), video-texture modelling, depth perception in stereo vision, colour imaging for industrial inspection, mapping brain function and connectivity and tracking for SLAM (simultaneous localization and mapping).
Members of the department are also involved in the Centre for Medical Image Computing (a collaboration between medical physicists and computer scientists), the Centre for Statistics and Machine Learning (a collaboration between statisticians and computer scientists) and the UCL Interaction Centre (a collaboration between psychologists and computer scientists). We particularly encourage CGVI students to choose projects that combine the core vision/graphics element with ideas from these other areas.
The CAVE

The department also houses a CAVE‐like virtual reality facility. A CAVE is a room in which the user is presented with high‐resolution stereo‐pair images projected in real‐time on 3 walls and the floor. When viewed through lightweight shutterglasses, the left/right stereo images are presented separately to the left and right eyes respectively, producing the illusion of 3D objects appearing both within and beyond the walls of the CAVE. The images are presented with reference to the users viewpoint, which is continuously updated via a headtracking unit; thus even as the user moves around in a CAVE the environment displayed will always be perspective‐correct.
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