Ben Kenwright

According to our database1, Ben Kenwright authored at least 15 papers between 2011 and 2018.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2018
Virtual Reality: Ethical Challenges and Dangers [Opinion].
IEEE Technol. Soc. Mag., 2018

Neural network in combination with a differential evolutionary training algorithm for addressing ambiguous articulated inverse kinematic problems.
Proceedings of the SIGGRAPH Asia 2018 Technical Briefs, Tokyo, Japan, December 04-07, 2018, 2018

2017
Inverse Kinematic Solutions for Articulated Characters using Massively Parallel Architectures and Differential Evolutionary Algorithms.
Proceedings of the VRIPHYS 2017 : 13th Workshop on Virtual Reality Interaction and Physical Simulation, 2017

2016
Holistic game development curriculum.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016 - Symposium on Education, 2016

Peer Review: Does it really help students?
Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016

2015
Quaternion Fourier Transform for Character Motions.
Proceedings of the Workshop on Virtual Reality Interaction and Physical Simulation, 2015

Free-Form Tetrahedron Deformation.
Proceedings of the Advances in Visual Computing - 11th International Symposium, 2015

2013
Real-Time Reactive Biped Characters - Staying Upright and Balanced.
Trans. Comput. Sci., 2013

Beyond keyframe animations: a controller character-based stepping approach.
Proceedings of the SIGGRAPH Asia 2013, 2013

Controlled 3D Biped Stepping Animations Using the Inverted Pendulum and Impulse Constraints.
Proceedings of the 2013 International Conference on Cyberworlds, 2013

2012
Inverse Kinematics - Cyclic Coordinate Descent (CCD).
J. Graph. Tools, 2012

Synthesizing Balancing Character Motions.
Proceedings of the VRIPHYS 12: 9th Workshop on Virtual Reality Interactions and Physical Simulations, 2012

Generating Responsive Life-Like Biped Characters.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

Responsive Biped Character Stepping: When Push Comes to Shove.
Proceedings of the 2012 International Conference on Cyberworlds, 2012

2011
Dynamic Balancing and Walking for Real-Time 3D Characters.
Proceedings of the Motion in Games - 4th International Conference, 2011


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