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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)
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)
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)
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)
Volumetric cloudscapes are prohibitively expensive to render in real time without extensive optimisations. Previous approaches render the clouds to an offscreen buffer at one quarter resolution and update a fraction of the pixels per frame, drawing the remaining pixels by temporal reprojection. We present an alternative approach, reducing the number of(More)
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