Browsing by Author "DINGLIANA, JOHN"
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Adaptive Abstraction of 3D Scenes in Realtime
REDMOND, NIALL; DINGLIANA, JOHN (Eurographics Association, 2007)We present an approach for creating abstracted renderings of 3D scenes in real-time. We create painterly renderings with edge detail using varying levels of abstraction dependent on regions of interest within a scene. ... -
Collision handling for virtual environments
DINGLIANA, JOHN; GANOVELLI, FABIO; BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2001)An efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the ... -
Collisions and adaptive levels of detail
DINGLIANA, JOHN; O'SULLIVAN, CAROL ANN (ACM Press, 2001) -
Collisions and perception
O'SULLIVAN, CAROL ANN; DINGLIANA, JOHN (ACM, 2001)Level of Detail (LOD) techniques for real-time rendering and related perceptual issues have received a lot of attention in recent years. Researchers have also begun to look at the issue of perceptually adaptive techniques ... -
Crowd and group simulation with levels of detail for geometry, motion and conversational behaviour
CASSELL, JUSTINE; VILHJALMSSON, HANNES; PETERS, CHRISTOPHER; LEESON, WILLIAM; GIANG, THANH; DINGLIANA, JOHN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2002)Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. ... -
DAVIS : Density-Adaptive Synthetic-Vision Based Steering for Virtual Crowds
DINGLIANA, JOHN; ONDREJ, JAN (2015) -
Evaluating the visual fidelity of physically based animations
DINGLIANA, JOHN; GIANG, THANH; KAISER, MARY K.; O'SULLIVAN, CAROL ANN; O'SULLIVAN, CAROL ANN (2003)For many systems that produce physically based animations, plausibility rather than accuracy is acceptable. We consider the problem of evaluating the visual quality of animations in which physical parameters have been ... -
Levels of detail for crowds and groups
CASSELL, JUSTINE; VILHJALMSSON, HANNES; DINGLIANA, JOHN; MACNAMEE, BRIAN; PETERS, CHRISTOPHER; GIANG, THANH; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (Blackwell, 2002)Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. ... -
Real vs. approximate collisions: when can we tell the difference
DINGLIANA, JOHN; O'SULLIVAN, CAROL ANN (ACM Press, 2001) -
Real-time Collision Detection and Response using Sphere-trees
O'SULLIVAN, CAROL; DINGLIANA, JOHN (1999)In this paper we address the problem of collision detection and response in real-time animation systems. We describe an approach, which approximates objects using sphere-trees, and uses an interruptible detection algorithm ... -
A scalable and reconfigurable shared-memory graphics architecture
BRENNAN, ROSS; DINGLIANA, JOHN; MANZKE, MICHAEL; O'SULLIVAN, CAROL ANN (ACM, 2006) -
Selective Saturation and Brightness for Visualizing Time-Varying Data
DINGLIANA, JOHN; DINGLIANA, JOHN LALZOLIANA (2015) -
A Survey of Stylisation in Computer Animation
DINGLIANA, JOHN (2006)Stylistic animation and rendering approaches intentionally produce output that diverges from physical reality in order to enhance the quality of graphical output. In this paper, we discuss the domain of stylistic animation, ... -
Temporal Coherence Predictor for Time Varying Volume Data Based on Perceptual Functions
DINGLIANA, JOHN (2015)This paper introduces an empirical, perceptually-based method which exploits the temporal coherence in consec- utive frames to reduce the CPU-GPU traffic size during real-time visualization of time-varying volume data. In ... -
Visibility-Weighted Saliency for Volume Visualisation
DINGLIANA, JOHN (2015) -
Volume Rendering using Principal Component Analysis.
DINGLIANA, JOHN (Eurographics Association, 2016)