A Beginners Guide to Dual-Quaternions: What They Are, How They Work, and How to Use Them for 3D Character Hierarchies B Kenwright The 20th International Conference on Computer Graphics, Visualization and …, 2012 | 239 | 2012 |
Virtual reality: ethical challenges and dangers [opinion] B Kenwright IEEE Technology and Society Magazine 37 (4), 20-25, 2018 | 211 | 2018 |
Inverse kinematics–cyclic coordinate descent (ccd) B Kenwright Journal of Graphics Tools 16 (4), 177-217, 2012 | 182 | 2012 |
There's more to sound than meets the ear: Sound in interactive environments B Kenwright IEEE Computer Graphics and Applications 40 (4), 62-70, 2020 | 143 | 2020 |
Synthesizing Balancing Character Motions B Kenwright 9th Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS …, 2012 | 130 | 2012 |
Brief review of video games in learning & education how far we have come B Kenwright Siggraph asia 2017 symposium on education, 1-10, 2017 | 122 | 2017 |
Inverse kinematics with dual-quaternions, exponential-maps, and joint limits B Kenwright International Journal on Advances in Intelligent Systems 6 (1), 2013 | 122* | 2013 |
Interactive web-based programming through game-based methodologies B Kenwright ACM SIGGRAPH 2020 Educator's Forum, 1-2, 2020 | 114 | 2020 |
Dynamic balancing and walking for real-time 3d characters B Kenwright, R Davison, G Morgan Motion in Games: 4th International Conference, MIG 2011, Edinburgh, UK …, 2011 | 114 | 2011 |
Free-form tetrahedron deformation B Kenwright Advances in Visual Computing: 11th International Symposium, ISVC 2015, Las …, 2015 | 113 | 2015 |
Integrating real-time fluid simulation with a voxel engine J Zadick, B Kenwright, K Mitchell The Computer Games Journal 5 (1), 55-64, 2016 | 111 | 2016 |
Fast efficient fixed-size memory pool: No loops and no overhead B Kenwright COMPUTATION TOOLS 2012 : The Third International Conference on Computational …, 2012 | 111* | 2012 |
Real-time deformable soft-body simulation using distributed mass-spring approximations B Kenwright, R Davison, G Morgan CONTENT, The Third International Conference on Creative Content Technologies, 2011 | 109 | 2011 |
Holistic game development curriculum B Kenwright Siggraph asia 2016 symposium on education, 1-5, 2016 | 108 | 2016 |
Inverse Kinematic Solutions for Articulated Characters using Massively Parallel Architectures and Differential Evolutionary Algorithms B Kenwright Workshop on Virtual Reality Interaction and Physical Simulation, 2017 | 103 | 2017 |
Practical Introduction to Rigid Body Linear Complementary Problem (LCP) Constraint Solvers B Kenwright, G Morgan Algorithmic and Architectural Gaming Design, 159-205, 2012 | 103 | 2012 |
Real-time character inverse kinematics using the gauss-seidel iterative approximation method B Kenwright arXiv preprint arXiv:2211.00330, 2022 | 101 | 2022 |
Planar character animation using genetic algorithms and GPU parallel computing B Kenwright Entertainment Computing 5 (4), 285-294, 2014 | 101 | 2014 |
Generic convex collision detection using support mapping B Kenwright Technical report, 2015 | 100 | 2015 |
Quaternion fourier transform for character motions B Kenwright The Eurographics Association, 2015 | 99 | 2015 |