KODEWORKS | LABS UK

GAMES TECHNOLOGY RESEARCH & DEVELOPMENT

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Welcome to the R&D division of Kodeworks.Our mission is to push the boundaries of technology, while making it accessible and understandable for all.We have worked with multi-agency and partner funded programmes, collaborating across borders including European Research Projects.We have also contributed and published research in various areas including VR and Machine Learning.


R&D


aspire project

We developed Virtual Reality relaxation experiences and mobile app technology with Bournemouth University. Our company also supported 11 other partners involved in the ASPIRE project in England and France.


POLICE TRAINING VR

Using Virtual Reality to experiment with basic elements of police training and how it could be applied in a virtual scenario in collaboration with Bournemouth University.


Semantic Augmented Reality Environment with Material-Aware Physical Interactions

Worked with Bournemouth University researchers to develop machine learning technology that would recognise and label materials from a live camera stream, which could then be dynamically interacted with in Unity3D.


Real Time Precipitation Material States

This project developed a real-time procedural solution to precipitation material states and transitions which can be adopted in mainstream game engines.


Our services

Cutting Edge Research
Leaning on our experiences with in the AAA games industry, we are always pushing the boundaries of technology using the latest techniques and hardware available.
Development
We have an expert development team who have successfully shipped major titles on many complex hardware and software configurations. Whether its a small project for internal use, or something to be used by millions, we can cater for all!
Our team is highly experienced in multiple programming languages, multithreaded workloads, GPU Compute, Game Engines, Virtual Reality and Machine Learning techniques.Academic Writing & Publishing
Some of our team are already published in technical journals and we can work with you to check over your own submissions or collaborate on a new paper.
Publish Software
Being independent, we can publish games and technology experiences directly to the app stores, getting it to your audience much quicker than larger establishments and universities.


Interested? Contact us


aspire project


We developed Virtual Reality experiences and mobile app technology with Bournemouth University and supported 11 other partners in England and France.The bulk of our work was developing the entire ASPIRE VR Relaxation experience for the Oculus Quest 2.We also worked on questionnaire design for participants and helped with compliance and regulatory issues.

POLICE TRAINING VR


Using Virtual Reality to experiment with basic elements of police training and how it could be applied in a virtual scenario in collaboration with Bournemouth University.We came in to refresh the project after it was abandoned for a significant period of time.Our work included:
- Supporting the brand new Oculus Quest 2
- Improved frame rate from 10FPS to 75FPS
- Relit all the levels
- Fixed various bugs

Semantic Augmented Reality Environment with Material-Aware Physical Interactions


Paper intro
In this paper, we present a novel approach and a prototype system that enables the deeper understanding of semantic properties of the real world environment, so that realistic physical interactions between the real and the virtual objects can be generated.
A material-aware AR environment has been created based on the deep material learning using a fully convolutional network (FCN).The state-of-the-art dense Simultaneous Localisation and Mapping (SLAM) has been used for the semantic mapping. Together with efficient accelerated 3D ray casting, natural and realistic physical interactions are generated for interactive AR games.Our approach has significant impact on the future development of advanced AR systems and applications.

Read the paper here

Published in 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) 2017

Long Chen, Karl Francis, Wen Tang

Real Time Precipitation Material States


This research project developed a real-time procedural solution to precipitation material states and transitions which can be adopted in mainstream engines.It requires minimal artist intervention, it supports the deferred and forward rendering pipelines and can be used with physically based rendering.- Custom Engine C++ and GLSL
- Deferred Rendering
- Physically Based Shading
- Procedural Puddles, Snow and Ice
- Weather Occlusion
- Rain Particles with GPU Intersection
- Real-time Ripple Simulation
- Spherical Fog Rendering
- Bloom
- Screen Space Ambient Occlusion