Visual Computing

The Visual Computing group includes computer graphics and animation, vision computing, and complex systems simulation allied to rendering and visualisation. In computer graphics and animation, we mix programming, mathematics and visual creativity, with interests in simulating the human face, with its intimate link between modelling and animation, the processing and visualisation of point cloud data and its associated meshes, and the production of interactive experiences in augmented and virtual reality. In the simulation area, we utilize graphics hardware (GPUs) to provide scalable software solutions for science and engineering problems, for example simulating pedestrians and traffic in a city area. Our work has produced FlameGPU for agent-based modelling.

Application Areas

  • computer facial modelling and animation, including applications in audiovisual training, sketch-based approaches for modelling, and both geometric and physically-based animation approaches
  • Mark Warburton Wrinkles Surprise image

    digital heritage, including immersive experiences (using AR and VR) and capture and processing of 3D data for the production of archaeological artifacts and spaces
  • complex systems simulation, including biological cellular systems, pedestrians and transport simulation, allied with interactive visualisation
  • high performance and real time computing, application of GPUs and heterogeneous architectures
  • research software engineering for GPU computing and interdisciplinary application of simulation and visual computing