Now showing items 1321-1340 of 1420

    • Fidelity metrics for animation 

      O'SULLIVAN, CAROL ANN (2004)
      In this paper, the problem of evaluating the fidelity of animations will be addressed. Plausible simulation and the perceptual impact of animations generated using approximations or interactive manipulation will be ...
    • A virtual reality electrocardiography teaching tool 

      O'SULLIVAN, CAROL ANN (2004)
      We present a novel approach to producing a tool for use in the teaching of electrocardiography. A volumetric model is attained by outputting slice information to image files, which are then used to texture polygons in ...
    • 3D visualisation of confocal flourescence microscopy data 

      O'SULLIVAN, CAROL ANN (2004)
      Confocal microscopes are able to non-invasively capture sub-micron details of fluorescent-labelled specimens at multiple depths, but there is a lack of applications capable of displaying this collected information in a ...
    • Perceptually adaptive graphics 

      MCDONNELL, RACHEL; O'SULLIVAN, CAROL ANN (2004)
      In recent years, the Graphics community has come to realise the importance of taking human perception into account when striving for realism in images, animations and Virtual Environments. In May 2001, a EUROGRAPHICS/ SIGGRAPH ...
    • A virtual reality toolkit for the diagnosis and monitoring of myocardial infarctions 

      BELL, CHRISTOPHER; O'SULLIVAN, CAROL ANN (2005)
      We have developed a software system that takes standard electrocardiogram (ECG) input and interprets this input along with user-defined and automatically defined markers to diagnose myocardial infarctions (MI). These ...
    • Geometry reduction for urban simulation on handheld devices 

      O'SULLIVAN, CAROL ANN (2005)
      We present a real-time urban simulation on a Personal Digital Assistant (PDA). An existing desktop urban simulation is used to automatically generate potential visibility data, sub-divide the world into areas of similar ...
    • Perceptual evaluation of level of detail clothing for virtual humans 

      O'Sullivan, Carol; Mc Donnell, Rachel (2006)
      Recent developments in crowd simulation have allowed thousands of characters to be rendered in real-time. Usually this is achieved through the use of Level of Detail (LOD) models for the individuals in the crowd. ...
    • A scalable and reconfigurable shared-memory graphics architecture 

      BRENNAN, ROSS; DINGLIANA, JOHN; MANZKE, MICHAEL; O'SULLIVAN, CAROL ANN (ACM, 2006)
    • A framework for comparing task performance in real and virtual scenes 

      O'SULLIVAN, CAROL ANN (ACM Press, 2005)
      In this paper, we describe a framework for comparing task performance in real and virtual environments. Realistic graphics, rear projection, haptics and rapid prototyping are used to match the virtual scene to the real ...
    • Animating humans on handlheld devices for interactive gaming 

      BROSNAN, ANDREW; HAMILL, JOHN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2005)
      This paper examines the implementation and efficacy of impostor-based techniques on smallscreen devices, and compares their effectiveness with that of the same techniques when used on desktop computers. Firstly, a ...
    • Closest feature maps for time-critical collision handling 

      GIANG, THANH; O'SULLIVAN, CAROL ANN (2005)
      In this paper we consider the novel idea of Closest Feature Maps (CFMs) applied to refinable collision response in order to address the potential issues and problems associated with over approximation of contact ...
    • LOD human representations: a comparative study 

      MCDONNELL, RACHEL; O'SULLIVAN, CAROL ANN; DOBBYN, SIMON (2005)
      Real-time crowd systems are increasing in popularity and importance. With this comes the need for accurate low level of detail (LOD) human model representations. Currently, the two most commonly used representations for ...
    • Towards time-critical collision detection for deformable objects based on reduced models 

      MENDOZA, CESAR; O'SULLIVAN, CAROL ANN (2005)
      Topics of physically based modeling of deformable objects and collision detection have been extensively researched. Nowadays, the combination of GPU techniques and multiresolution physical models allows interactive ...
    • Clothing the masses: real-time clothed crowds with variation 

      O'SULLIVAN, CAROL ANN; DOBBYN, SIMON; MCDONNELL, RACHEL (2006)
      The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to ...
    • Harnessing the human visual system for image based modeling: an interaction system 

      O'SULLIVAN, CAROL ANN (2006)
      We present a novel interaction system for modeling 3D geometry from photographs. Given a set of stereo pairs, along with their camera parameters, the interface tracks the movements of the users and allows them to ...
    • Animating Dolly: real-time herding and rendering of sheep 

      DOBBYN, SIMON; MCDONNELL, RACHEL; O'SULLIVAN, CAROL ANN (2006)
      This paper describes ongoing work on a system to animate and render large flocks of furry or woolly animals. An outside agent, the sheepdog, tries to control another group of agents (a flock of sheep) that observe two ...
    • Crowd creation pipeline for games 

      DOBBYN, SIMON; MCDONNELL, RACHEL; O'SULLIVAN, CAROL ANN (2006)
      With the increase in realism of games based in stadiums and urban environments, real-time crowds are becoming essential in order to provide a believable environment. However, realism is still largely lacking due to the ...
    • Populating virtual environments with crowds 

      O'SULLIVAN, CAROL ANN; DOBBYN, SIMON (The Eurographics Association, 2006)
    • Skinning arbitrary deformations 

      DOBBYN, SIMON; MCDONNELL, RACHEL; O'SULLIVAN, CAROL ANN (ACM Press, 2007)
      Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or ...