Now showing items 1-7 of 7

    • Efficient GPU usage for rendering of Volume Data 

      GANTER, DAVID (Trinity College Dublin. School of Computer Science & Statistics. Discipline of Computer Science, 2020)
      Visualising medical images or scientific data that can be shown in 3D poses some interesting challenges. This thesis investigates two distinct areas of Direct Volume Rendering (DVR); time-varying datasets on emerging ...
    • Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System: 

      DOBBYN, SIMON; O'SULLIVAN, ANN CAROL; Hamill, David; O'Conor, keith (ACM Press, 2005)
      The simulation of large crowds of humans is important in many fi elds of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. ...
    • Influencing User Attention Using Real-Time Stylised Rendering 

      DINGLIANA, JOHN LALZOLIANA (2009)
      In this paper, we present a series of experiments that were conducted to determine how using adaptive levels of artistic abstraction within an interactive 3D scene can influence user gaze behaviour. We found that when ...
    • Investigating the use of recurrent motion modelling for speech gesture generation 

      Mc Donnell, Rachel (2018)
      The growing use of virtual humans demands generating increasingly realistic behavior for them while minimizing cost and time. Gestures are a key ingredient for realistic and engaging virtual agents and consequently automatized ...
    • Seeing is Believing: Body Motion Dominates in Multisensory Conversations 

      O'Sullivan, Carol; Mc Donnell, Rachel (2010)
      In many scenes with human characters, interacting groups are an important factor for maintaining a sense of realism. However, little is known about what makes these characters appear realistic. In this paper, we investigate ...
    • 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 ...
    • Towards a Field-Programmable Physics Processor (FP?) 

      WOULFE, MUIRIS; MANZKE, MICHAEL (IADT Dun Laoghaire, 2006)
      In this paper, we outline the design and implementation of an FPGA-based numerical integrator that will ultimately form the basis of our FPGA-based physics engine. Physics engines are considered one of the most important of ...