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  • 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 ...
  • Adaptive medial-axis approximation for sphere-tree construction 

    BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2004)
    Hierarchical object representations play an important role in performing efficient collision handling. Many different geometric primitives have been used to construct these representations, which allow areas of interaction ...
  • ALOHA: Adaptive Level of Detail for Human Animation: Towards and new Framework. 

    GIANG, THANH; MOONEY, ROBERT; PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (2000)
    The task of animating and rendering virtual humans in real-time is challenging. One must first establish a sense of realism through appearance, and then maintain this realism through correct and plausible motion, while ...
  • Analysis of visibility masks and resultant image quality 

    TALBOT, LEO; O'SULLIVAN, CAROL ANN (2000)
    Virtual Interfaces and Visibility Masks are an extremely efficient method for parallelising the Radiosity Method. They exploit data locality, and keep communication between nodes as low as possible. Previous papers on ...
  • Animating cuts with on-the-fly re-meshing 

    GANOVELLI, FABIO; O'SULLIVAN, CAROL ANN (2001)
    The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while the ...
  • 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 ...
  • Attention-driven eye gaze and blinking for virtual humans 

    PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (ACM Press, 2003)
  • Bottom-up visual attention for virtual human animation 

    PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (IEEE Computer Society, 2003)
    We present a system for the automatic generation of bottom-up visual attention behaviours in virtual humans. Bottom-up attention refers to the way in which the environment solicits one?s attention without regard ...
  • 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 ...
  • 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 ...
  • Collision handling for virtual environments 

    DINGLIANA, JOHN; GANOVELLI, FABIO; BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2001)
    An efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the ...
  • Collisions and adaptive levels of detail 

    DINGLIANA, JOHN; O'SULLIVAN, CAROL ANN (ACM Press, 2001)
  • Collisions and perception 

    O'SULLIVAN, CAROL ANN; DINGLIANA, JOHN (ACM, 2001)
    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 ...
  • Complementarity based multiple point collision resolution 

    GIANG, THANG; BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2003)
    Collision detection and response is one of the most extensively researched areas in computer graphics but yet, very little information is available on how to deal with multiple collision situations after they have been ...
  • 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 ...
  • Distributed mobile multi-user urban simulation 

    ROSSI, CLODAGH; O'SULLIVAN, CAROL ANN (ACM Press, 2003)
    This sketch gives an overview of the completed and ongoing research involved in developing a 3D multi-user environment on low-end mobile devices.
  • Efficient collision detection for spherical blend skinning 

    O'SULLIVAN, CAROL ANN (ACM Press, 2006)
    Recently, two algorithms improving the real-time simulation of articulated models in virtual environments have been published: 1) fast collision detection for linear blend skinning and 2) spherical blend skinning. Both ...
  • EFFIGI: An Efficient Framework for Implementing Global Illumination. 

    LEESON, WILLIAM; COLLINS, STEVEN; O'SULLIVAN, CAROL ANN (2000)
    This paper presents a rendering framework called EFFIGI (Efficient Framework For Implementing Global Illumination) that uses interfaces which express both geometric concepts and mathematical ones, using object-oriented and ...