Lewis Baker

Software engineer at Moxion. PhD graduand from University of Otago.
About me.

Latest Work

See the figures and links below for a visual guide of some of my recent work.

Stadium Reconstructions

Part of my PhD thesis (2017-2020) investigated tracking and localization of almost purely rotational movement in large spaces. Localization is much simpler with a prior model of the environment. For large-scale multi-user applications such as sport spectators, this is especially important. Work in progress!

Tracking Localisation Augmented Virtual Extended Reality

Globally Localized Tracking

Part of my PhD thesis (2017-2020) investigated tracking and localization of almost purely rotational movement in large spaces. Example trajectory outputs when combining SPLAT tracking with global localization with a prior model. Work in progress!

Tracking Localisation Augmented Virtual Extended Reality

Depth Maps from Stationary Tracking

Part of my PhD thesis (2017-2020) investigated tracking and localization of almost purely rotational movement in large spaces. Shown are some example depth maps from a novel SLAM system we developed (SPLAT), see the link for the full paper.

Tracking Localisation Augmented Virtual Extended Reality

For more information, see the video presentation!

Stereo Panoramas in VR

Part of my PhD thesis (2017-2020) investigated tracking and localization of almost purely rotational movement in large spaces. Another application scenario that relates to this is casually captured panoramas. Our system CasualStereo used spherical motion constraints to compute circular trajectories from these videos to generate more immersive stereoscopic panoramas which can be viewed in VR headsets. Try the link below with a WebXR enabled mobile device browser (Chrome works nicely, but make sure to enable WebXR in Chrome flags).

Tracking Localisation Augmented Virtual Extended Reality

Casually Captured Panoramas

Part of my PhD thesis (2017-2020) investigated tracking and localization of almost purely rotational movement in large spaces. Another application scenario that relates to this is casually captured panoramas. Our system CasualStereo used spherical motion constraints to compute circular trajectories from these videos to generate more immersive stereoscopic panoramas which can be viewed in VR headsets.

Tracking Localisation Augmented Virtual Extended Reality

Player Tracking Project

Before starting my PhD, I worked temporarily on a sports player tracking system written in C#. My job was to extend this to support multiple cameras to create a stitched view, and further develop the tracking techniques with OpenCV.

Sports Player Tracking

Power Line Detection Results

My Masters thesis investigated the use of computer vision techniques to extract power lines from images. Two techniques were developed, both line tracing (center) and a parabolic formulation of the Randomized Hough Transform (right).

Powerline Detection Computer Vision

Perspective Warping of Photographs

My Masters thesis investigated the use of computer vision techniques to extract power lines from images. The perspective warp process used the known distances to the poles to warp the images resulting in the power lines approximately resembling parabolic curves.

Powerline Detection Computer Vision

Power Line Extraction Process

My Masters thesis investigated the use of computer vision techniques to extract power lines from images. The process consisted of a perspective warp, edge extraction, and parabola fitting with a Hough transform.

Powerline Detection Computer Vision

Final version of the ARSandbox

For a Summer Bursary project in 2016, I worked with an Augmented Reality Sandbox. This final version of the ARSandbox was compared to typical GIS tools as part of a usability study for Surveying students.

Augmented Reality Sandbox

Game Development - Ninjilante

After completing my BSc, I co-developed a game called Ninjilante (screen cap of the user interface and storytelling). Ninjilante is a stealth game with a strong focus on timing of movement, and strategy with a challenging and unforgiving combat system (try not to be seen!). My main involvement was a large portion of Unity C# scripting, as well as the background music, and some of the sprites. If you still have Internet Explorer, see the link below for a playable web version!

Game Development Unity

Game Development - Ninjilante

After completing my BSc, I co-developed a game called Ninjilante (screen cap of the gameplay). Ninjilante is a stealth game with a strong focus on timing of movement, and strategy with a challenging and unforgiving combat system (try not to be seen!). My main involvement was a large portion of Unity C# scripting, as well as the background music, and some of the sprites. See the GitHub link below for the source code.

Game Development Unity

Spatial Subdivision in Raytracing

Output from my 2015 PGDipSci project on real-time raytracing with OpenCL. Uniform-grid spatial subdivision.

Raytracing OpenCL Parallel GPU

Anti-aliasing and Soft Shadows

Output from my 2015 PGDipSci project on real-time raytracing with OpenCL. Example of soft shadows and anti-aliasing.

Raytracing OpenCL Parallel GPU