Demo Data from EDBT 2026 / reviewers in the wild / expert
Huw Bowles
dblp:60/8293
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Rendering · 54% Virtual and augmented reality · 23% Visual content generation and editing · 23% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
camera control |
0.1 | 1 | 2011 | OSCAM - optimized stereoscopic camera control for interactive 3D · ACM Trans. Graph. 2011 |
Virtual and augmented reality › 3d display
stereoscopic display |
0.1 | 1 | 2011 | OSCAM - optimized stereoscopic camera control for interactive 3D · ACM Trans. Graph. 2011 |
Rendering › temporal rendering
motion blur |
0.1 | 1 | 2010 | Programmable motion effects · ACM Trans. Graph. 2010 |
Rendering › multi-view rendering
stereoscopic rendering |
0.0 | 1 | 2011 | OSCAM - optimized stereoscopic camera control for interactive 3D · ACM Trans. Graph. 2011 |
Rendering
shading |
0.0 | 1 | 2010 | Programmable motion effects · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1GPU implementation · 0.1bilinear patch sampling · 0.14d geometric aggregation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Iterative Image WarpingabstractAbstract 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 iteration and describe two alternative algorithms designed to suit different performance requirements. Further, to demonstrate the versatility of our approach we apply it to a number of spatio‐temporal rendering problems including 30‐to‐60Hz frame upsampling, stereoscopic 3D conversion, defocus and motion blur. Finally we compare our approach against existing image warping methods and demonstrate a significant performance improvement. Huw Bowles, Kenny Mitchell, Robert W. Sumner, Jeremy Moore, Markus Gross 0001 |
Comput. Graph. Forum | 1 |
| 2011 | OSCAM - optimized stereoscopic camera control for interactive 3DabstractThis paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges ininteractivestereoscopic 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 and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Moreover, we introduce an interpolation function that linearizes the transformation of stereoscopic depth over time, minimizing nonlinear visual distortions. We describe how to implement the complete control mechanism on the GPU to achieve running times below 0.2ms for full HD. This provides a practical solution even for demanding real-time applications. Results of a user study show a significant increase of stereoscopic comfort, without compromising perceived realism. Our controller enables 'fail-safe' stereopsis, provides intuitive control to accommodate to personal preferences, and allows to properly display stereoscopic content on differently sized output devices. Thomas Oskam, Alexander Sorkine-Hornung, Huw Bowles, Kenny Mitchell, Markus Gross 0001 |
ACM Trans. Graph. | 3 |
| 2010 | Programmable motion effectsabstractAlthough 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, which is evaluated on an infinitesimal portion of an object's surface at one instant in time, to that of a programmable motion effect, which is evaluated with global knowledge about all portions of an object's surface that pass in front of a pixel during an arbitrary long sequence of time. With this added information, our programmable motion effects can decide to color pixels long after (or long before) an object has passed in front of them. In order to compute the input required by the motion effects, we propose a 4D data structure that aggregates an object's movement into a single geometric representation by sampling an object's position at different time instances and connecting corresponding edges in two adjacent samples with a bilinear patch. We present example motion effects for various styles of speed lines, multiple stroboscopic images, temporal offsetting, and photorealistic and stylized blurring on both simple and production examples. Johannes Schmid, Robert W. Sumner, Huw Bowles, Markus Gross 0001 |
ACM Trans. Graph. | 3 |