Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The algorithmic beauty of plants
The algorithmic beauty of plants
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Animation based on the interaction of L-systems with vector force fields
CG International '92 Proceedings of the 10th International Conference of the Computer Graphics Society on Visual computing : integrating computer graphics with computer vision: integrating computer graphics with computer vision
Animation of plant development
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
CVGIP: Image Understanding
3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Behavioral control for real-time simulated human agents
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Visual models of plants interacting with their environment
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Interactive computer animation
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The Animation of Autonomous Actors Based on Production Rules
CA '96 Proceedings of the Computer Animation
Physical Models of Loose Soils Dynamically Marked by a Moving Object
CA '96 Proceedings of the Computer Animation
CA '96 Proceedings of the Computer Animation
Sensor Based Synthetic Actors in a Tennis Game Simulation
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Plants, fractals, and formal languages
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The virtual human as a multimodal interface
AVI '00 Proceedings of the working conference on Advanced visual interfaces
Generic 3D Ball Animation Model for Networked Interactive VR Environments
VW '00 Proceedings of the Second International Conference on Virtual Worlds
Distributed Virtual Reality Environments Based on Rewriting Systems
IEEE Transactions on Visualization and Computer Graphics
Real-time interactive motion transitions by a uniform posture map
Future Generation Computer Systems
Prototyping Tool for Web-Based Multiuser Online Role-Playing Game
IEICE - Transactions on Information and Systems
Tutorials/Surveys: Modelling trees and their interaction with the environment: A survey
Computers and Graphics
Real-time interactive motion transitions by a uniform posture map
Future Generation Computer Systems
A real-time natural motion edit by the uniform posture map algorithm
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
Procedural skeletons: kinematic extensions to CGA-shape grammars
Proceedings of the 26th Spring Conference on Computer Graphics
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We present a versatile, behavioral, and rule-based animation system that includes autonomous humanoid actors whose behavior is based on synthetic sensors that are used for perceiving the virtual environment. We combine the following in a consistent approach: L-systems, a behavioral production rule system; a particle system; an acoustic environment model, including a speech recognition module; a virtual life network; and a humanoid library. Together, these systems create a real-time-structured virtual environment that both high-level autonomous humanoids and interactive users can easily share.