Now showing items 1-13 of 13

    • 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 ...
    • 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 ...
    • 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 ...
    • Emotion Capture: Emotionally Expressive Characters for Games 

      HOYET, LUDOVIC; MCDONNELL, RACHEL (2013)
      It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area has often examined this sensitivity using extreme examples of facial or body animation. ...
    • Evaluating the Effect of Emotion on Gender Recognition in Virtual Humans 

      HOYET, LUDOVIC; MCDONNELL, RACHEL (2013)
      In this paper, we investigate the ability of humans to determine the gender of conversing characters, based on facial and body cues for emotion. We used a corpus of simultaneously captured facial and body motions from four ...
    • Face Reality: Investigating the Uncanny Valley for virtual faces 

      MCDONNELL, RACHEL (2010)
      The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual humans often appear unintentionally erie or creepy. This UV theory was ?rst hypothesized by robotics professor Masahiro ...
    • Facial animation for real-time conversing groups 

      MCDONNELL, RACHEL (2010)
      In recent years, many developments have been made in real-time crowds, with popular video games such as Ubisoft's Assassins Creed investing significant resources into their crowds. Research has focused heavily on agent ...
    • 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 ...
    • 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 Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception 

      MCDONNELL, RACHEL (2015)
      A person’s emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ‘The face is the portrait of the mind; the eyes, its informers’. This presents a significant challenge for Computer ...
    • 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 ...
    • Smooth Movers: Perceptually Guided Human Motion Simulation 

      MCDONNELL, RACHEL; NEWELL, FIONA; O'SULLIVAN, CAROL (ACM Press, 2007)
      To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the ...
    • Virtual shapers & movers: form and motion affect sex perception 

      MCDONNELL, RACHEL; NEWELL, FIONA; O'SULLIVAN, CAROL ANN (2007)
      An experiment to determine factors that influence the perceived sex of virtual characters was conducted. Four different model types were used: highly realistic male and female models, an androgynous character, and a ...