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  • Isosurface Extraction on the CELL Processor 

    O'CONOR, KEITH; O'SULLIVAN, CAROL; COLLINS, STEVEN (2006)
    In this paper we describe a parallel method of extracting isosurfaces from large volumetric datasets, adapted for implementation on the Cell Broadband Engine (CBE). The CBE is a new multicore microprocessor architecture ...
  • Real-time Collision Detection and Response using Sphere-trees 

    O'SULLIVAN, CAROL; DINGLIANA, JOHN (1999)
    In this paper we address the problem of collision detection and response in real-time animation systems. We describe an approach, which approximates objects using sphere-trees, and uses an interruptible detection algorithm ...
  • Real-time interactive volumetric animation of the heart's electrical cycle from automatically synchronized ECG 

    O'SULLIVAN, CAROL (2004)
    We present a novel method for representing the electrical depolarisation and repolarisation of cardiac cells using real-time volumetric animation techniques. The visual representation coincides with automatically synchronized ...
  • 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 ...
  • Sphere-tree construction using dynamic medial axis approximation. 

    BRADSHAW, GARETH; O'SULLIVAN, CAROL (ACM, 2002)
    Collision handling is very computationally expensive, especially in large scale interactive animations. Hierarchical object representations play an important role in performing ef?cient collision handling. Many different ...