Hierarchical Impostors for the Flocking Algorithm in 3D
- 1 December 2002
- journal article
- Published by Wiley in Computer Graphics Forum
- Vol. 21 (4) , 723-731
- https://doi.org/10.1111/1467-8659.00630
Abstract
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—AnimationKeywords
This publication has 7 references indexed in Scilit:
- Smooth view-dependent level-of-detail control and its application to terrain renderingPublished by Institute of Electrical and Electronics Engineers (IEEE) ,2002
- Dynamic scene occlusion cullingIEEE Transactions on Visualization and Computer Graphics, 1999
- Animated Impostors for Real-Time Display of Numerous Virtual HumansPublished by Springer Nature ,1998
- View-dependent culling of dynamic systems in virtual environmentsPublished by Association for Computing Machinery (ACM) ,1997
- Adaptive display algorithm for interactive frame rates during visualization of complex virtual environmentsPublished by Association for Computing Machinery (ACM) ,1993
- Flocks, herds and schools: A distributed behavioral modelACM SIGGRAPH Computer Graphics, 1987
- Particle systems—a technique for modeling a class of fuzzy objectsACM SIGGRAPH Computer Graphics, 1983