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Hierarchical Impostors for the Flocking Algorithm in 3D
Author(s) -
O'Hara Noel
Publication year - 2002
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.00630
Subject(s) - flocking (texture) , computer science , computer graphics (images) , rendering (computer graphics) , computation , animation , creatures , computer animation , computer graphics , computer vision , graphics , artificial intelligence , crowd simulation , algorithm , art , archaeology , natural (archaeology) , visual arts , history , computer security , crowds
The availability of powerful and affordable 3D PC graphics boards has made the rendering of rich immersiveenvironments possible at interactive speeds. The scene update rate and the appropriate behaviour of objects withinthe world are central to this immersive feeling. This paper is concerned with the behaviour computations involvedin the flocking algorithm, which has been used extensively to emulate the flocking behaviour of creatures found innature. The main contribution of this paper is a new method for hierarchically combining portions of the flocksinto groups to reduce the cost of the behavioural computation, allowing far larger flocks to be updated in real‐timein the world.ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism— Animation

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