Benjamin Kenwright
Edinburgh Napier University
7 Papers
11 Citations
Benjamin Kenwright is an academic researcher from Edinburgh Napier University. The author has contributed to research in topics: Rendering (computer graphics) & Computer science. The author has an hindex of 3, co-authored 5 publications.
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Papers
Integrating Real-Time Fluid Simulation with a Voxel Engine
Johanne Zadick,Benjamin Kenwright,Kenneth J. Mitchell +2 more
- 29 Jul 2016
TL;DR: An efficient real-time method to integrate optimized fluid simulations with voxel-based rasterisation on graphics hardware is demonstrated, and the rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely GPU-resident algorithm.
Planar character animation using genetic algorithms and GPU parallel computing
TL;DR: Generic evolutionary techniques are demonstrated that emulate physically-plausible and life-like animations for a wide range of articulated creatures in dynamic environments that address the computational bottleneck of the genetic algorithms by applying the method to a massively parallel computational environments.
7
Poxels: polygonal voxel environment rendering
Mark Miller,Andrew Cumming,Kevin Chalmers,Benjamin Kenwright,Kenny Mitchell +4 more
- 11 Nov 2014
TL;DR: It is shown that the Poxel rendering primitive aligns with optimized rasterization hardware and so results in high visual quality over ray casting methods.
5
The Hard Truth about Soft Skills in Game Development
Benjamin Kenwright
- 13 May 2022
TL;DR: In this article , the authors explore the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry and discuss how each individuals engagement with the subject directly impacts their performance; which is influenced by their 'soft' skill level.
Optimizing Character Animations using Online Crowdsourcing
Benjamin Kenwright
- 30 Jun 2022
TL;DR: In this article , a web-based solution for analysis and animation is presented, which allows users to optimize and evaluate complicated character animation mechanism conveniently on-line, by leveraging crowdsourcing to reduce uncanny artifacts within generated character animations.