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Intelligence as adaptive behavior: an experiment in computational neuroethology
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Control of a virtual actor: the roach
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
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Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Using behavioural rules in animation
Computer graphics
ACM Computing Surveys (CSUR)
Artificial life for computer graphics
Communications of the ACM
Scene graph APIs: wired or tired?
ACM SIGGRAPH 99 Conference abstracts and applications
Cognitive modeling for games and animation
Communications of the ACM
The Inventor Mentor: Programming Object-Oriented 3d Graphics with Open Inventor, Release 2
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Motion Control of Virtual Humans
IEEE Computer Graphics and Applications
Multi-level Control for Animated Autonomous Agents: Do the Right Thing...Oh, Not That..
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
IMPROV: A System for Real-Time Animation of Behavior-Based Interactive Synthetic Actors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Towards Personalities for Animated Agents with Reactive and Planning Behaviors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Modeling adaptive autonomous agents
Artificial Life
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We hereby present a data structure specially geared toward the definition and management of synthetic actors in real-time computer graphics. The relation between our proposed data structure and the Silicon Graphics API Performer炉 makes its implementation possible on a low-cost real-time platform thanks to current accelerating cards. We demonstrate how our data structure is used to generate motion by means of two different applications. Both of them make use of direct (DK) and inverse kinematics (IK) and may use motion capture. ARTgraph is a development environment devoted to the creation of high-quality real-time 3D-graphics applications (basically, 3D games) and the ALVW system is a general platform that provides and coordinates a sensing-analysis-acting loop to provide behavior for synthetic actors in their own scenario. The aim of this paper is to contribute to the standardization process of multiplatform synthetic actor programs or libraries.