John Dingliana

dblp:85/3753 · DBLP profile ↗
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24ranked-venue papers
1as first author
10since 2021 · last 2026
0000-0001-7636-6402ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 22 · 1 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 7 · 5 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021
YearPublicationVenuePosition
2026 LayerGS: Decomposition and Inpainting of Layered 3D Human Avatars via 2D Gaussian Splatting
Yinghan Xu 0001, John Dingliana
ICPR (3)2
2026 Spatial Transitions for Locomotion in Cinematic Virtual Reality
Colm O. Fearghail, Yifan Chen 0006, John Dingliana, Gareth W. Young
IMX3
2025 The design and evaluation of a tangible interface for cutaway visualization in Mixed Reality
Xuyu Li, Priyansh Jalan, John Dingliana
Comput. Graph.3
2025 Computational topology for hand-drawn animation technology: A survey
abstract
This survey reviews the use of computational topology in hand-drawn animation technology over the past 15 years. We discuss three main subfields of hand-drawn animation technology research: frame deformation, frame feature correspondence, and volumetric modeling of hand-drawn characters. We explore the various topological spaces and operators applied to each subfield, detailing the artistic and computational advantages and limitations of each topological approach. Throughout our discussion, we provide industry knowledge derived from interviews with leading hand-drawn animation professionals to enrich our assessments of topological approaches’ suitability in industry settings.
Rachael Schwartz, Mark Mullery, John Dingliana, Rachel McDonnell
Comput. Graph.3
2025 Publisher Correction: Twinenet: coupling features for synthesizing volume rendered images via convolutional encoder-decoders and multilayer perceptrons
Shengzhou Luo, Jingxing Xu, John Dingliana, Mingqiang Wei, Lewei He, Jiahui Pan 0003
Vis. Comput.3
2024 Directed Views in Virtual Reality: A Semantic Approach to Volumetric Video Storytelling
abstract
Via virtual reality (VR) and in 3D immersive virtual environments (IVEs), viewers can observe their surroundings in any direction. This unrestricted view challenges storytelling, as directors cannot control the viewer’s perspective. To overcome this, we propose to develop a system that enhances narrative focus by rendering only high-quality story-critical elements within an IVE. This approach ensures that viewers are guided to the intended view, maintaining the director’s vision while preserving the immersive experience of VR.
Colm O. Fearghail, Nivesh Gadipudi, Gareth W. Young, John Dingliana
SAP4
2024 Towards Optimizing Spatial Perception of Embedded-Object Visualizations in Optical See-Through Mixed Reality
abstract
In this poster, we present work-in-progress research towards improving the spatial perception of 3D objects on Optical See-through Mixed Reality displays, addressing, in particular, visualizations comprising virtual objects embedded inside physical real-world objects. This use-case is common in visualization applications in medicine, engineering and geosciences, but is an added challenge in mixed reality (MR), where multiple modalities of data (real and virtual objects) essentially occupy the same 3D space leading to inevitable depth ambiguity. In this poster, we review several strategies for ameliorating this problem, discuss insights from preliminary implementations of such approaches and propose avenues for future work.
Priyansh Jalan, Xuyu Li, John Dingliana
SAP3
2024 A Tangible Interface for Creating Virtual Cutaways in Mixed Reality
Xuyu Li, Priyansh Jalan, John Dingliana
EuroXR3
2024 Tangible Authoring of Embedded-Object Visualizations in Mixed Reality
Xuyu Li, John Dingliana
VINCI2
2024 Twinenet: coupling features for synthesizing volume rendered images via convolutional encoder-decoders and multilayer perceptrons
Shengzhou Luo, Jingxing Xu, John Dingliana, Mingqiang Wei, Lewei He, Jiahui Pan 0003
Vis. Comput.3
2020 Enlighten Me: Importance of Brightness and Shadow for Character Emotion and Appeal
abstract
Lighting has been used to enhance emotion and appeal of characters for centuries, from paintings in the Renaissance to the modern-day digital arts. In VFX and animation studios, lighting is considered as important as modelling, shading, or rigging. Most existing work focuses on either empirical best-practice created by artists of the centuries or on lighting perception with basic shapes. In contrast, our work focuses on the effect of lighting on emotional characters. Our study presents an extensive set of novel perceptual experiments designed to investigate the effects of brightness levels (key light brightness) and the proportion of light intensity illuminating the two sides of a character’s face (key-to-fill ratio). We are particularly interested in the effect of lighting on the recognition of emotion, emotion intensity, and the overall appeal, as these are crucial factors for audience engagement. Our results have implications for artists and developers wishing to increase the appeal and emotional expression of their characters, ranging from cartoon to realistic styles. Our key finding is that lighting can be used to effectively alter the intensity of emotion of a character and that brighter conditions increased appeal across all of our experiments.
Pisut Wisessing, Katja Zibrek, Douglas W. Cunningham, John Dingliana, Rachel McDonnell
ACM Trans. Graph.4
2019 An Acceleration Scheme for Mini-batch, Streaming PCA
Salaheddin Alakkari, John Dingliana
BMVC2
2019 Modelling Large Scale Datasets Using Partitioning-Based PCA
abstract
In this study, we propose an efficient approach for modelling and compressing large-scale datasets. The main idea is to subdivide each sample into smaller partitions where each partition constitutes a particular subset of attributes and then apply PCA to each partition separately. This simple approach enjoys several key advantages over the traditional holistic scheme in terms of reduced computational cost and enhanced reconstruction quality. We study two variants of this approach, namely, cell-based PCA for image datasets where samples are spatially divided into smaller blocks and the more general band-based PCA where attributes are partitioned based on their values distribution.
Salaheddin Alakkari, John Dingliana
ICIP2
2016 Perception of lighting and shading for animated virtual characters
abstract
The design of lighting in Computer Graphics is directly derived from cinematography, and many digital artists follow the conventional wisdom on how lighting is set up to convey drama, appeal, or emotion. In this paper, we are interested in investigating the most commonly used lighting techniques to more formally determine their effect on our perception of animated virtual characters. Firstly, we commissioned a professional animator to create a sequence of dramatic emotional sentences for a typical CG cartoon character. Then, we rendered that character using a range of lighting directions, intensities, and shading techniques. Participants of our experiment rated the emotion, the intensity of the performance, and the appeal of the character. Our results provide new insights into how animated virtual characters are perceived, when viewed under different lighting conditions.
Pisut Wisessing, John Dingliana, Rachel McDonnell
SAP2
2015 DAVIS: density-adaptive synthetic-vision based steering for virtual crowds
abstract
We present a novel algorithm to model density-dependent behaviours in crowd simulation. Previous work has shown that density is a key factor in governing how pedestrians adapt their behaviour. This paper specifically examines, through analysis of real pedestrian data, how density affects how agents control their rate of change of bearing angle with respect to one another. We extend upon existing synthetic vision based approaches to local collision avoidance and generate pedestrian trajectories that more faithfully represent how real people avoid each other. Our approach is capable of producing realistic human behaviours, particularly in dense, complex scenarios where the amount of time for agents to make decisions is limited.
Rowan T. Hughes, Jan Ondrej, John Dingliana
MIG3
2012 An empirical study on the impact of edge bundling on user comprehension of graphs
abstract
Edges are one of the primary sources of clutter when viewing graphs as node-link diagrams. One technique to reduce this clutter is to bundle edges together based on a nearby source or destination. Combined with edge translucency, edge bundling is reported to reduce the clutter and reveal higher-level edge patterns. However there is very little empirical data on the impact of edge bundling on user performance, as well as the impact of graph characteristics such as edge density and graph size on the effectiveness of edge bundling as a graph-visualization technique. We have performed user experiments to evaluate the impact of bundling on user performance, using a set of randomly generated undirected compound graphs with varying vertex counts and edge densities. Our results indicate that edge bundling negatively impacts user performance at tracing paths between nodes, both in terms of accuracy and time. They also indicate that while edge bundling may provide no clear significant benefit in terms of accuracy for recognising higher-level cluster connectivity, it does provide a significant improvement in user response time.
Fintan McGee, John Dingliana
AVI2
2010 Perceptual enhancement of two-level volume rendering
Andrew Corcoran, Niall Redmond, John Dingliana
Comput. Graph.3
2010 Adding Depth to Cartoons Using Sparse Depth (In)equalities
abstract
Abstract 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 matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display.
Daniel Sýkora, David Sedlácek, S. Jinchao, John Dingliana, Steven Collins
Comput. Graph. Forum4
2009 Interactive Global Photon Mapping
abstract
Abstract We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically tunes the BVH build's termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia's CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.
Bartosz Fabianowski, John Dingliana
Comput. Graph. Forum2
2009 LazyBrush: Flexible Painting Tool for Hand-drawn Cartoons
abstract
Abstract In this paper we presentLazyBrush, 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 ]LazyBrushdoes not rely on style specific features such as homogenous regions or pattern continuity yet still offers comparable or even less manual effort for a broad class of drawing styles. In addition to this, it is not sensitive to imprecise placement of color strokes which makes painting less tedious and brings significant time savings in the context cartoon animation.LazyBrushoriginally stems from requirements analysis carried out with professional ink‐and‐paint illustrators who established a list of useful features for an ideal painting tool. We incorporate this list into an optimization framework leading to a variant of Potts energy with several interesting theoretical properties. We show how to minimize it efficiently and demonstrate its usefulness in various practical scenarios including the ink‐and‐paint production pipeline.
Daniel Sýkora, John Dingliana, Steven Collins
Comput. Graph. Forum2
2003 Evaluating the visual fidelity of physically based animations
abstract
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 distorted or degraded, either unavoidably due to real-time frame-rate requirements, or intentionally for aesthetic reasons. To date, no generic means of evaluating or predicting the fidelity, either physical or visual, of the dynamic events occurring in an animation exists. As a first step towards providing such a metric, we present a set of psychophysical experiments that established some thresholds for human sensitivity to dynamic anomalies, including angular, momentum and spatio-temporal distortions applied to simple animations depicting the elastic collision of two rigid objects. In addition to finding significant acceptance thresholds for these distortions under varying conditions, we identified some interesting biases that indicate non-symmetric responses to these distortions (e.g., expansion of the angle between post-collision trajectories was preferred to contraction and increases in velocity were preferred to decreases). Based on these results, we derived a set of probability functions that can be used to evaluate the visual fidelity of a physically based simulation. To illustrate how our results could be used, two simple case studies of simulation levels of detail and constrained dynamics are presented.
Carol O'Sullivan, John Dingliana, Thanh Giang, Mary K. Kaiser
ACM Trans. Graph.2
2002 Levels of Detail for Crowds and Groups
abstract
Abstract 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. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism—Animation
Carol O'Sullivan, Justine Cassell, Hannes Högni Vilhjálmsson, John Dingliana, Simon Dobbyn, B. McNamee, Christopher Peters 0001, Thanh Giang
Comput. Graph. Forum4
2001 Collisions and perception
abstract
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 for plausible physical simulations. In this article, we are particularly interested in the problem of realistic collision simulation in scenes where large numbers of objects are colliding and processing must occur in real-time. An interruptible and therefore degradable collision-handling mechanism is used and the perceptual impact of this degradation is explored. We look for ways in which we can optimize the realism of such simulations and describe a series of psychophysical experiments that investigate different factors affecting collision perception, including eccentricity, separation, distractors, causality, and accuracy of physical response. Finally, strategies for incorporating these factors into a perceptually adaptive real-time simulation of large numbers of visually similar objects are presented.
Carol O'Sullivan, John Dingliana
ACM Trans. Graph.2
2000 Graceful Degradation of Collision Handling Physically Based Animation
abstract
Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection.
John Dingliana, Carol O'Sullivan
Comput. Graph. Forum1