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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 ...
  • 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 ...
  • 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 and group simulation with levels of detail for geometry, motion and conversational behaviour 

    CASSELL, JUSTINE; VILHJALMSSON, HANNES; PETERS, CHRISTOPHER; LEESON, WILLIAM; GIANG, THANH; DINGLIANA, JOHN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2002)
    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. ...
  • 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 ...
  • 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. ...
  • Levels of detail for crowds and groups 

    CASSELL, JUSTINE; VILHJALMSSON, HANNES; DINGLIANA, JOHN; MACNAMEE, BRIAN; PETERS, CHRISTOPHER; GIANG, THANH; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (Blackwell, 2002)
    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. ...
  • 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 ...
  • Men behaving appropriately: integrating the role passing technique into the ALOHA system 

    MACNAMEE, BRIAN; DOBBYN, SIMON; CUNNINGHAM, PADRAIG; O'SULLIVAN, CAROL ANN (2002)
    The Adaptive Level of Detail for Human Animation (ALOHA) system is a platform for animating virtual humans within a virtual environment using levels-of-detail for geometry, motion and conversational behaviour. Until now ...
  • Populating virtual environments with crowds 

    O'SULLIVAN, CAROL ANN; DOBBYN, SIMON (The Eurographics Association, 2006)
  • Simulating virtual humans across diverse situations 

    MACNAMEE, BRIAN; DOBBYN, SIMON; CUNNINGHAM, PADRAIG; O'SULLIVAN, CAROL ANN (Springer, 2003)
    Perhaps due to its existentiality, the fact that simulated virtual humans give no impression of having an existence beyond their interactions with human users is often ignored in intelligent agent systems for virtual human ...
  • 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 ...
  • Smart objects for attentive agents 

    PETERS, CHRISTOPHER; MCNAMEE, BRIAN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2003)
    We present an extended framework for modelling agent-object interactions in virtual environments. Our framework is based on the concept of Smart Objects and provides agents with pre-programmed interaction information for ...