Huw Bowles

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This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in <i>interactive</i> stereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation(More)
Although animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with motion depiction as a first-class entity within the rendering process. We extend the concept of a surface shader,(More)
Animated image sequences often exhibit a large amount of inter-frame coherence which standard rendering algorithms and pipelines are ill-equipped to exploit, limiting their efficiency. To address this inefficiency we transfer rendering results across frames using a novel image warping algorithm based on fixed point iteration. We analyze the behavior of the(More)
Surround Haptics is a new tactile technology that uses a <i>low-resolution</i> grid of <i>inexpensive</i> vibrating actuators to generate high-resolution, continuous, moving tactile strokes on human skin [1]. The user would not feel the discrete tactile pulses and buzzes that are so common today, but rather a <i>smooth tactile motion</i>, akin to what we(More)
Figure 1: Top left: scene rendered with 128 raymarch steps (draw time 297.7 ms). Top right: rendered with 8 steps, showing much reduced quality (draw time 2.3 ms). Bottom left: rendered with 8 steps with a random offset applied, recovering the appearance of the cloud structure but producing a noisy image (draw time 7.5 ms). Bottom right: as before, with TAA(More)
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