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INDIVIDUAL-BASED MODELSSEE MORENEW CONTENT WILL BE ADDED ABOVE THE CURRENT AREA OF FOCUS UPON SELECTIONSEE MORE ON RED3D.COMSTEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, and STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Seek (or pursuit of a static target) acts to steer the character towards a specified position in global space. This behavior adjusts the character so that its velocity is radially aligned towards the target. Note that this is different from an attractive force (such as gravity) which would produce an orbital path around the target point. The “desired velocity” is a vector in the direction FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternativeto
INDIVIDUAL-BASED MODELSSEE MORENEW CONTENT WILL BE ADDED ABOVE THE CURRENT AREA OF FOCUS UPON SELECTIONSEE MORE ON RED3D.COMSTEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) REYNOLDS ENGINEERING & DESIGN Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications.STEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) INDIVIDUAL-BASED MODELS an annotated list of links by Craig Reynolds. Individual-based models are simulations based on the global consequences of local interactions of members of a population. These individuals might represent plants and animals in ecosystems, vehicles in traffic, people in crowds, or autonomous characters in animation and games. These models typically consist of an environment or framework in whichCRAIG W. REYNOLDS
Craig Reynolds. My interests center around using procedural models (computer programs) to simulate complex natural phenomenon. These models can aide scientific understanding of the natural system. They also allow us to recreate the phenomenon and control it for use in animation, games and the arts. Much of my work involves writingsoftware to
WANDER STEERING BEHAVIOR Wandering is a type of random steering which has some long term order: the steering direction on one frame is related to the steering direction on the next frame. This produces more interesting motion than, for example, simply generating a random steering direction each frame. This steering behavior maintains state, the "wander direction"which
CONTAINMENT STEERING BEHAVIOR In this demonstration, the vehicles use containment (or generalized obstacle avoidance) to stay off the areas marked in gray.This behavior is related to obstacle avoidance of "chunk-like" obstacles (which can be approximated by their bounding spheres). However this behavior can deal with arbitrary shapes and allows the vehicle to navigate close to the obstacle's surface, and specifically the STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 BEHAVIORAL ANIMATION Behavioral Animation by Craig Reynolds. Behavioral animation is a type of procedural animation, which is a type of computer animation. In behavioral animation an autonomous character determines its own actions, at least to a certain extent. PATH FOLLOWING STEERING BEHAVIOR steering behavior. In this demonstration, the green vehicle shows path following behavior. Its task is to traverse the path in a given direction (entering on the left, exiting on the right) while keeping its center on the gray region. In this case the path is defined by a series of connected line segments (a polyline) and a FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model 1 Craig W. Reynolds Symbolics Graphics Division Abstract The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Keywords: animation techniques, virtual/interactive environments, games, simulation, behavioral animation, autonomous agent, situated, embodied, reactive, vehicle, steering, path planning, path following, pursuit, evasion, obstacle avoidance, collision avoidance, flocking, group behavior, navigation, artificial life, improvisation.. Abstract. This paper presents solutions for one requirement BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, and FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternativeto
STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion.STEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Keywords: animation techniques, virtual/interactive environments, games, simulation, behavioral animation, autonomous agent, situated, embodied, reactive, vehicle, steering, path planning, path following, pursuit, evasion, obstacle avoidance, collision avoidance, flocking, group behavior, navigation, artificial life, improvisation.. Abstract. This paper presents solutions for one requirement BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, and FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternativeto
STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion.STEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INDIVIDUAL-BASED MODELS an annotated list of links by Craig Reynolds. Individual-based models are simulations based on the global consequences of local interactions of members of a population. These individuals might represent plants and animals in ecosystems, vehicles in traffic, people in crowds, or autonomous characters in animation and games. These models typically consist of an environment or framework in which FLOCK APPLET: BOIDS IN JAVA This is a demonstration of the boids model of bird flocking (and related group motion) written as a Java applet. For additional background information, see the boids page.. The boids are modeled as point masses. A local 3D coordinate system (frame of reference) is attached to the point mass and made to align with its velocity. CROWD PATH FOLLOWING STEERING BEHAVIOR In this demonstration, 30 vehicles exhibit crowd path following behavior. The path following technique is the same as used in this single vehicle demonstration.In addition, the behavior seen here includes separation steering behavior which serves to keep the vehicle from clumping together. In this example, the two component behaviors (path following and separation) are combined using a simple CONTAINMENT STEERING BEHAVIOR In this demonstration, the vehicles use containment (or generalized obstacle avoidance) to stay off the areas marked in gray.This behavior is related to obstacle avoidance of "chunk-like" obstacles (which can be approximated by their bounding spheres). However this behavior can deal with arbitrary shapes and allows the vehicle to navigate close to the obstacle's surface, and specifically the WANDER STEERING BEHAVIOR Wandering is a type of random steering which has some long term order: the steering direction on one frame is related to the steering direction on the next frame. This produces more interesting motion than, for example, simply generating a random steering direction each frame. This steering behavior maintains state, the "wander direction"which
PURSUIT AND EVASION STEERING BEHAVIORS Pursuit. and. Evasion. steering behaviors. In this demonstration, the green vehicle pursues the gray "drone" vehicle, while the red vehicle evades it. The pursuer and evader are initialized with identical random position and velocities. Pursuit (and evasion) are STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 LEADER FOLLOWING STEERING BEHAVIOR The leader following behavior combines separation (a desire to avoid crowding) and arrival (a desire to move towards a point, slowing as it draws near). The arrival target is a point offset slightly behind the leader. In addition, a follower will move out of the way if finds itself on the near future path of its leader.SKETCHY RENDERING
Sketchy Rendering John Haddon The Moving Picture Company theboyhaddon@hotmail.com Abstract The animated short "a flatpack project" was intended to emulate REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Keywords: animation techniques, virtual/interactive environments, games, simulation, behavioral animation, autonomous agent, situated, embodied, reactive, vehicle, steering, path planning, path following, pursuit, evasion, obstacle avoidance, collision avoidance, flocking, group behavior, navigation, artificial life, improvisation.. Abstract. This paper presents solutions for one requirement BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, andSTEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternativeto
STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Keywords: animation techniques, virtual/interactive environments, games, simulation, behavioral animation, autonomous agent, situated, embodied, reactive, vehicle, steering, path planning, path following, pursuit, evasion, obstacle avoidance, collision avoidance, flocking, group behavior, navigation, artificial life, improvisation.. Abstract. This paper presents solutions for one requirement BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, andSTEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTED BEHAVIORAL MODEL Flocks, Herds, and Schools: A Distributed Behavioral Model. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternativeto
STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INDIVIDUAL-BASED MODELS an annotated list of links by Craig Reynolds. Individual-based models are simulations based on the global consequences of local interactions of members of a population. These individuals might represent plants and animals in ecosystems, vehicles in traffic, people in crowds, or autonomous characters in animation and games. These models typically consist of an environment or framework in which FLOCK APPLET: BOIDS IN JAVA This is a demonstration of the boids model of bird flocking (and related group motion) written as a Java applet. For additional background information, see the boids page.. The boids are modeled as point masses. A local 3D coordinate system (frame of reference) is attached to the point mass and made to align with its velocity. CROWD PATH FOLLOWING STEERING BEHAVIOR In this demonstration, 30 vehicles exhibit crowd path following behavior. The path following technique is the same as used in this single vehicle demonstration.In addition, the behavior seen here includes separation steering behavior which serves to keep the vehicle from clumping together. In this example, the two component behaviors (path following and separation) are combined using a simple CONTAINMENT STEERING BEHAVIOR In this demonstration, the vehicles use containment (or generalized obstacle avoidance) to stay off the areas marked in gray.This behavior is related to obstacle avoidance of "chunk-like" obstacles (which can be approximated by their bounding spheres). However this behavior can deal with arbitrary shapes and allows the vehicle to navigate close to the obstacle's surface, and specifically the WANDER STEERING BEHAVIOR Wandering is a type of random steering which has some long term order: the steering direction on one frame is related to the steering direction on the next frame. This produces more interesting motion than, for example, simply generating a random steering direction each frame. This steering behavior maintains state, the "wander direction"which
PURSUIT AND EVASION STEERING BEHAVIORS Pursuit. and. Evasion. steering behaviors. In this demonstration, the green vehicle pursues the gray "drone" vehicle, while the red vehicle evades it. The pursuer and evader are initialized with identical random position and velocities. Pursuit (and evasion) are STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 COMPUTER ANIMATION WITH SCRIPTS AND ACTORS This paper describes the Actor/Scriptor Animation System (ASAS), which is a way of thinking about and describing computer graphic animation. ASAS is basically a notation for animated graphics. The notation for an animated sequence (the script ) can be automatically read and converted into animated images by an ASAS interpreter.SKETCHY RENDERING
Sketchy Rendering John Haddon The Moving Picture Company theboyhaddon@hotmail.com Abstract The animated short "a flatpack project" was intended to emulate REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. REYNOLDS ENGINEERING & DESIGN: RESEARCH This list contains links to pages at www.red3d.com that the authors have designated as both publicly available and of general interest. GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTEDBOIDS ALGORITHMBOIDSALGORITHM PYTHON
Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, and STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example CRAIG W. REYNOLDSCRAIG REYNOLDS ACTORCRAIG REYNOLDS BASEBALLCRAIG REYNOLDS ATTORNEYCRAIG REYNOLDS STATSCRAIG REYNOLDS ARTISTCRAIG REYNOLDS LANDSCAPE ARCHITECT Home page of Craig W. Reynolds. My interests center around using procedural models (computer programs) to simulate complex naturalphenomenon.
FLOCK APPLET: BOIDS IN JAVA This is a demonstration of the boids model of bird flocking (and related group motion) written as a Java applet. For additional background information, see the boids page.. The boids are modeled as point masses. A local 3D coordinate system (frame of reference) is attached to the point mass and made to align with its velocity.STEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. by Craig Reynolds. Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. REYNOLDS ENGINEERING & DESIGNRESEARCHBOIDSPEOPLE Reynolds Engineering & Design was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. REYNOLDS ENGINEERING & DESIGN: RESEARCH Touches on characters, creativity, participatory ecosystems, game AI, robots, agents and multi-agent systems. Evolutionary Computation and its application to art and design. Using genetic algorithms and related techniques to create motion, shape, images and music. Stylized Depiction : a survey of non-photorealistic techniques in computer GAME RESEARCH AND TECHNOLOGY Introduction. This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. INTERACTIVE EVOLUTION OF CAMOUFLAGE This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator.A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. BOIDS (FLOCKS, HERDS, AND SCHOOLS: A DISTRIBUTEDBOIDS ALGORITHMBOIDSALGORITHM PYTHON
Online resources related to boids. Flocks, Herds, and Schools: A Distributed Behavioral Model the SIGGRAPH '87 boids paper.; An email interview where I describe a little about how the boid model came about. Another page about boids in a report about ALife and GAs by Sophia Smith.; Notes on the 1987 boids paper in a literature review by Andrew Gildfind.; A summary of Flocks, Herds, and STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example CRAIG W. REYNOLDSCRAIG REYNOLDS ACTORCRAIG REYNOLDS BASEBALLCRAIG REYNOLDS ATTORNEYCRAIG REYNOLDS STATSCRAIG REYNOLDS ARTISTCRAIG REYNOLDS LANDSCAPE ARCHITECT Home page of Craig W. Reynolds. My interests center around using procedural models (computer programs) to simulate complex naturalphenomenon.
FLOCK APPLET: BOIDS IN JAVA This is a demonstration of the boids model of bird flocking (and related group motion) written as a Java applet. For additional background information, see the boids page.. The boids are modeled as point masses. A local 3D coordinate system (frame of reference) is attached to the point mass and made to align with its velocity.STEERING BEHAVIORS
In this talk History (mine and steering behaviors) Flocking boids (self-organization, emergence) Generalizing steering behaviors OpenSteer (open source library) STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters. This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. REYNOLDS ENGINEERING & DESIGN: PEOPLE Last Update: June 2, 2000 webmaster@red3d.comCRAIG W. REYNOLDS
Home page of Craig W. Reynolds. My interests center around using procedural models (computer programs) to simulate complex naturalphenomenon.
ARRIVAL STEERING BEHAVIOR In this demonstration, the green vehicle's goal is to move towards the target at the center of the window and to arrive there with zero velocity. The vehicle initialized to a random position a given distance from the target, moving at full speed in a random direction. QUEUING STEERING BEHAVIOR In this demonstration, 30 vehicles exhibit queuing behavior as they attempt to leave a large "room" through a narrow "doorway". The queuing results from a steering behavior which produces braking (deceleration) when the vehicle detects other vehicles which are: nearby, in front of, and moving slower than itself. In addition these vehicles are drawn toward the "doorway" by seek behavior, they STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Keywords: animation techniques, virtual/interactive environments, games, simulation, behavioral animation, autonomous agent, situated, embodied, reactive, vehicle, steering, path planning, path following, pursuit, evasion, obstacle avoidance, collision avoidance, flocking, group behavior, navigation, artificial life, improvisation.. Abstract. This paper presents solutions for one requirement WANDER STEERING BEHAVIOR In this demonstration, the green vehicle wanders through its world, wrapping around the window boundaries. Wandering is a type of random steering which has some long term order: the steering direction on one frame is related to the steering direction on the next frame. This produces more interesting motion than, for example, simply generating a random steering direction each frame. LEADER FOLLOWING STEERING BEHAVIOR In this demonstration a group of ten vehicles exhibit leader following behavior. Click with your mouse anywhere in the yellow window to toggle between two modes. In one case, they are colored green and all follow the single gray leader. NOT BUMPING INTO THINGS Not Bumping Into Things. Notes on "obstacle avoidance" for the course on Physically Based Modeling at SIGGRAPH 88, August 1 through 5 inAtlanta, Georgia.
STEERING BEHAVIORS FOR AUTONOMOUS CHARACTERS Steering Behaviors For Autonomous Characters Craig W. Reynolds Sony Computer Entertainment America 919 East Hillsdale Boulevard Foster City, California 94404 COMPUTER ANIMATION WITH SCRIPTS AND ACTORS Special Symbols Within a script certain aspects of the production are controlled by the values given to some special symbols. None of these symbols are actually "reserved words", but it is best to use the script symbols background and camera only for the purpose of defining the current color of the graphical background of the image and the current camera description (as a pov, see the sectionHOME
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REYNOLDS ENGINEERING & DESIGN was founded in 1992 to provide software consulting services in the fields of computer graphics and animation, for applications in film, television and LBE (location based entertainment). The work ranges from plug-ins for standard production software, to special purpose stand-alone applications. Projects have included image processing (motion blur, fish eye perspective), motion capture (transforming tracker positions to joint angles, motion signal processing, previewing utilities), GUI design, and web authoring. We also have expertise in animation production, behavioral animation, design of autonomous characters, and evolutionary computation.webmaster@red3d.com
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