|
Side-Channel Information: Exploiting Side-Channels to Extract Information Across Domains
|
Details
|
|
Effective Communication in Virtual Reality
|
Details
|
|
Computation of eigenvalues of Hankel matrices using multiprecision arithmetic
|
Details
|
|
Interactive Data Capture Technologies
|
Details
|
|
Innovations in Teaching Game related topics and using Gamification
|
Details
|
|
Sensing the Physical World
|
Details
|
|
Interactions between Players and Games
|
Details
|
|
Synthesis and Animation of Procedurally Generated Game Characters
|
Details
|
|
Fuzz Generation and Representation
|
Details
|
|
A Formal Story Representation for Procedural Story Generation and Analysis
|
Details
|
|
Active Gaming as a Mechanism to Promote Physical Activity
|
Details
|
|
Emergent Effects in Massive Agent Swarms in Real-Time Game Environments
|
Details
|
|
Investigating Techniques for Balancing Complex Multi-Agent Systems
|
Details
|
|
Procedural Generation of Synthetic Environments
|
Details
|
|
Investigating and Analyzing Refinements to Image Completion Processes
|
Details
|
|
Optimisation of Vectobac applications for the blackfly control programme on the Orange River, South Africa
|
Details
|
|
Wearing your PIM: Experiments with an Audio Enhanced PIM
|
Details
|
|
Scene to adventure game
|
Details
|
|
Printing high dynamic range images
|
Details
|
|
High level OpenCL implementation
|
Details
|
|
Programmer's Editor
|
Details
|
|
Crowd Simulation of Pedestrians in a Virtual City
|
Details
|
|
Procedural Modeling of Cities implemented as a plug-in for Blender
|
Details
|
|
A Procedural, Minimal Input, Natural Terrain Plug-in for Blender
|
Details
|
|
Investigation into Image Degradation Due to Effects of Defocus
|
Details
|
|
Emergent behaviour in virtual agents
|
Details
|
|
An investigation into the creation of a GIMP plugin that performs image segmentation based upon the "GrabCut" method.
|
Details
|
|
Analysis of Broad-Phase Spatial Partitioning Optimisations in Collision Detection
|
Details
|
|
Conversion of Natural Language Fiction to Graphical Scenes
|
Details
|
|
Modelling Cloth Dynamics and Collision Detection
|
Details
|
|
Obtaining Bidirectional Texture Reflectance of Human Skin by means of a Kaleidoscope
|
Details
|
|
The development of Image Completion and Tutorial plug-ins for GIMP
|
Details
|
|
Creating Digital Voices
|
Details
|
|
A Procedural Modelling Framework
|
Details
|
|
A digital watermarking scheme for Bezier surfaces
|
Details
|
|
Relief Texture Mapping
|
Details
|
|
Investigating the Development of Colour Interpolation Techniques for GIMP
|
Details
|
|
Simulation and Visualization of Fire using Extended Lindenmayer Systems
|
Details
|
|
A LightWave 3D Plug-in for Modeling Long Hair on Virtual Humans
|
Details
|
|
Methods of Reducing the Visibility of Mach Bands during Gouraud Shading
|
Details
|
|
Cooperation through Reinforcement Learning
|
Details
|
|
Exploring Rendering Techniques for a Virtual Holodeck
|
Details
|
|
Realistic Autonomous Fish for Virtual Reality
|
Details
|
|
Pattern recognition for animal identification
|
Details
|
|
Practical Modelling of Realistic Plants for a Real-Time 3D Environment
|
Details
|
|
Autonomous Dynamically Simulated Creatures for Virtual Environments
|
Details
|
|
Experiences in porting a Virtual Reality system to Java
|
Details
|
|
Implementation and Applications of the Distortion Operator
|
Details
|
|
Super-realistic Rendering using Real-time Tweening
|
Details
|
|
Design, Evaluation and Comparison of Evolution and Reinforcement Learning Models.
|
Details
|
|
An Investigation of Snow Effects to Enhance the Graphics in Computer Games
|
Details
|
|
An Investigation into Virtual Reality Navigation: Travel and Wayfinding in a Virtual Maze
|
Details
|
|
Affordable Input Devices for Virtual Reality
|
Details
|
|
An Investigation into the Cost Factors Of Special Effects in Computer Graphics
|
Details
|
|
Using Texture Mapping Techniques to Simulate Lights and Shadows in Real Time Computer Graphics
|
Details
|
|
Vector Field based motion in a Virtual Environment
|
Details
|
|
From virtual to physical reality with paper folding
|
Details
|
|
Network Visualisation and Virtual Reality
|
Details
|
|
VRPhysicsEnvironment - A Framework For Collision Detection and Physical Modelling in a Virtual Environment
|
Details
|
|
Towards a Virtual Operating Environment: Exploring Immersive Virtual Interface Design using a Simple VR Image Viewer
|
Details
|
|
An Investigation into Neural Interfacing, using an EMG device in Virtual Reality
|
Details
|
|
Minimal Motion Capture with Inverse Kinematics for Articulated Human Figure Animation
|
Details
|
|
SysHackAdminer : Overcoming host and network security problems through a paradigm shift
|
Details
|
|
Animating Avatars Using Motion Capture Data Extracted from Video Stream Data
|
Details
|
|
Developing Efficient Graphics Rendering Components
|
Details
|
|
Hand gestures as a method of interacting with Virtual Reality
|
Details
|
|
An Investigation into the feasibility of Human Facial Modeling
|
Details
|
|
Virtual Reality Interaction Techniques
|
Details
|
|
An Investigation into Factors influencing Immersion in Interactive Virtual Reality Environments
|
Details
|
|
Visiview: A system for the visualization of multi-dimensional data
|
Details
|
|
Research into Distributed Virtual Reality for Interactive Visualisation
|
Details
|
|
Multi-User, Interactive Virtual Reality via the Internet
|
Details
|
|
30 Days to Build a City: Rapidly Extruding Realistic Virtual Worlds
|
Details
|
|
Modelling Parallel and Distributed Virtual Reality Systems for Performance Analysis and Comparison
|
Details
|
|
Creating Surface Models in Virtual Reality
|
Details
|
|
RhoVeR: Building the Second Generation of Parallel/Distributed Virtual Reality Systems
|
Details
|
|
Constructing Virtual Worlds
|
Details
|
|
A Virtual Modelling Environment
|
Details
|
|
Parallel and Distributed Virtual Reality System Architectures
|
Details
|