John Dingliana

Dr. John Dingliana

Graphics Vision and Visualisation Group, School of Computer Science and Statistics, Trinity College Dublin, College Green, Dublin 2, Ireland

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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27 March 2009 in Computer Graphics Forum
Verified
Journal Article
Closed access
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DSDaniel Sýkora
Daniel Sýkora
John DinglianaJohn Dingliana
John Dingliana
SCSteven Collins
Steven Collins

1 August 2009
Verified
Conference Paper
Open access
DSDaniel Sýkora
Daniel Sýkora
John DinglianaJohn Dingliana
John Dingliana
SCSteven Collins
Steven Collins

1 May 2010 in Computer Graphics Forum
Verified
Journal Article
Closed access
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DSD. Sýkora
D. Sýkora
DSD. Sedlacek
D. Sedlacek
SJS. Jinchao
S. Jinchao
John DinglianaJohn Dingliana
John Dingliana
SCS. Collins
S. Collins

1 July 2001 in ACM Transactions on Graphics
Verified
Journal Article
Open access
COCarol O'Sullivan
Carol O'Sullivan
John DinglianaJohn Dingliana
John Dingliana
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.

1 July 2003 in ACM Transactions on Graphics
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Journal Article
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COCarol O'Sullivan
Carol O'Sullivan
John DinglianaJohn Dingliana
John Dingliana
TGThanh Giang
Thanh Giang
MKMary K. Kaiser
Mary K. Kaiser
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.

1 December 2002 in Computer Graphics Forum
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Journal Article
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COCarol O'Sullivan
Carol O'Sullivan
JCJ. Cassell
J. Cassell
HVH. Vilhjálmsson
H. Vilhjálmsson
John DinglianaJohn Dingliana
John Dingliana
SDS. Dobbyn
S. Dobbyn
TGT. Giang
T. Giang
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