a computer scientist and political economist. In computing he has worked
on parallelism, 3D imaging, the limits of computability, video encoding,
electronic voting and various special purposes computer designs. In
political economy he works on value theory, planning theory and the econophysics models of production and money. His most
recent books are Computation and its Limits, and Classical Econophysics. He is a reader at the University of
compilers. I have developed the Vector
Pascal vectorising multi-core compiler,
and am supervising a number of students working on this and on vectorising Fortran
compilers for chips like the Cell or the Larrabee.
This also includes work on the new Intel SCC processor.
- Econophysics. I work with researchers internationally on applying insights from
information theory and algorithmic complexity theory to the study of
economics. You can see a web
page that computes the equilibrium rate of profit for different
countries using a model we have developed. This work is summarised in
the book Classical
Foundations of Computability. I am interested in the way the
material world sets limits on what can an can not be computed. This is in conjunction with Lewis and Greg. This is the basis
of a forthcomming book.
of my research at Glasgow has involved the building of moving stereo models
of people and their faces.
Part of a EU integrated project
to develop technology for the digital film industry. The Glasgow component
has involved the development of compressed representations for digital
3D TV Studio
under SHEFC Michaelangelo grant, extended under
24 Video Cameras along with 16 cpus build 3D moving models of actors using stereo
was used in
3 follow on research grants in association with film/TV industry.
User information tiki here.
Paul Cockshott and J-C Nebel were presented
with the A.H. Reeve Premium for their paper Experimental 3-D TV Studio.
The award was presented by IEE President John O’Reilly FREng FIEE.
Example facial models
· Don Whiteford
· Don Whiteford
VRML requires cosmo player
to apply GRID technology to 3D capture
NESC funded in collaboration with EPCC and Peppers Ghost
Uses 3d Studio
Grid parallelism of 3D Vision
Advanced cartoon animation using 3D studio
here for demonstration of captured 3D data
· Markup of Landmarks
sequence (with mesh structure)
sequence using previous frame
sequence using previous frame (with mesh structure)
A sequence captured using our dynamic 3D capture studio and then
conformed to a generic mesh. This animated mesh was then processed by a
high frequency filter to smooth the motion between frames based on vertex
positions from adjacent frames. The mesh was then imported into 3D Studio
Max® where materials and textures were added before the final animation