Abstract We present a system for time-critical ray-cast direct volume rendering which can be easi... more Abstract We present a system for time-critical ray-cast direct volume rendering which can be easily integrated into existing acceleration techniques. Our system modifies the global sampling rate of the scene based on knowledge of past frame rates and quickly and ...
ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06, 2006
Current scalable high-performance graphics systems are either con-structed using special purpose ... more Current scalable high-performance graphics systems are either con-structed using special purpose graphics acceleration hardware or built as a cluster of commodity components with a software in-frastructure that exploits multiple graphics cards [Humphreys et al. 2002]. Both these ...
Abstract. We present an approach for approximate collision handling which uses probabilistic info... more Abstract. We present an approach for approximate collision handling which uses probabilistic information for improving the calculated collision response between objects in real-time physically based animation. The system uses an interruptible collision detection mechanism, which ...
In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawi... more In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawings and animations. Its key advantage is simplicity and flexibility. As opposed to previous custom tailored approaches [SBv05, QWH06] LazyBrush does not rely on style specific features ...
Abstract We present a system for time-critical ray-cast direct volume rendering which can be easi... more Abstract We present a system for time-critical ray-cast direct volume rendering which can be easily integrated into existing acceleration techniques. Our system modifies the global sampling rate of the scene based on knowledge of past frame rates and quickly and ...
ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06, 2006
Current scalable high-performance graphics systems are either con-structed using special purpose ... more Current scalable high-performance graphics systems are either con-structed using special purpose graphics acceleration hardware or built as a cluster of commodity components with a software in-frastructure that exploits multiple graphics cards [Humphreys et al. 2002]. Both these ...
Abstract. We present an approach for approximate collision handling which uses probabilistic info... more Abstract. We present an approach for approximate collision handling which uses probabilistic information for improving the calculated collision response between objects in real-time physically based animation. The system uses an interruptible collision detection mechanism, which ...
In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawi... more In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawings and animations. Its key advantage is simplicity and flexibility. As opposed to previous custom tailored approaches [SBv05, QWH06] LazyBrush does not rely on style specific features ...
This paper presents a novel interactive approach for adding depth information into hand-drawn car... more This paper presents a novel interactive approach for adding depth information into hand-drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop-ups in a ...
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Teaching Documents by John Dingliana
Papers by John Dingliana