Carol O'Sullivan

Dr. Carol O'Sullivan


Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 October 2008 in ACM Transactions on Graphics
Verified
Journal Article
Open access
LKLadislav Kavan
Ladislav Kavan
SCSteven Collins
Steven Collins
JŽJiří Žára
Jiří Žára
COCarol O'Sullivan
Carol O'Sullivan
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this article, we present a novel skinning algorithm based on linear combination of dual quaternions. Even though our proposed method is approximate, it does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation. Upgrading an existing animation system from linear to dual quaternion skinning is very easy and has a relatively minor impact on runtime performance.

30 April 2007
Verified
Conference Paper
Open access
PDF file
LKLadislav Kavan
Ladislav Kavan
SCSteven Collins
Steven Collins
JŽJiří Žára
Jiří Žára
COCarol O'Sullivan
Carol O'Sullivan
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this paper, we present a novel GPU-friendly skinning algorithm based on dual quaternions. We show that this approach solves the artifacts of linear blend skinning at minimal additional cost. Upgrading an existing animation system (e.g., in a videogame) from linear to dual quaternion skinning is very easy and has negligible impact on run-time performance.

1 January 2004 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
GBGareth Bradshaw
Gareth Bradshaw
COCarol O'Sullivan
Carol O'Sullivan
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 to be localized quickly. For time-critical algorithms, there are distinct advantages to using hierarchies of spheres, known as sphere-trees, for object representation. This article presents a novel algorithm for the construction of sphere-trees. The algorithm presented approximates objects, both convex and non-convex, with a higher degree of fit than existing algorithms. In the lower levels of the representations, there is almost an order of magnitude decrease in the number of spheres required to represent the objects to a given accuracy.

1 August 2008 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
RMRachel McDonnell
Rachel McDonnell
MLMichéal Larkin
Michéal Larkin
SDSimon Dobbyn
Simon Dobbyn
SCSteven Collins
Steven Collins
COCarol O'Sullivan
Carol O'Sullivan
When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never been studied. In this paper, we consider the ways in which an impression of variety can be created and the perceptual consequences of certain design choices. In a series of experiments designed to test people's perception of variety in crowds, we found that clones of appearance are far easier to detect than motion clones. Furthermore, we established that cloned models can be masked by color variation, random orientation, and motion. Conversely, the perception of cloned motions remains unaffected by the model on which they are displayed. Other factors that influence the ability to detect clones were examined, such as proximity, model type and characteristic motion. Our results provide novel insights and useful thresholds that will assist in creating more realistic, heterogeneous crowds.

1 May 2010 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
LKL. Kavan
L. Kavan
PSP.‐P. Sloan
P.‐P. Sloan
COCarol O'Sullivan
Carol O'Sullivan

19 July 2013
Verified
Conference Paper
Open access
PDF file
YSYeongho Seol
Yeongho Seol
COCarol O'Sullivan
Carol O'Sullivan
JLJehee Lee
Jehee Lee
We present a novel real-time motion puppetry system that drives the motion of non-human characters using human motion input. We aim to control a variety of creatures whose body structures and motion patterns can differ greatly from a human's. A combination of direct feature mapping and motion coupling enables the generation of natural creature motion, along with intuitive and expressive control for puppetry. First, in the design phase, direct feature mappings and motion classification can be efficiently and intuitively computed given crude motion mimicking as input. Later, during the puppetry phase, the user's body motions are used to control the target character in real-time, using the combination of feature mappings generated from the design phase. We demonstrate the effectiveness of our approach with several examples of natural puppetry, where a variety of non-human creatures are controlled in real-time using human motion input from a commodity motion sensing device.