Crowd simulation based on machine intelligent and biological behaviors

Behavioral animation provides computer-generated creatures with instructions on how to react to external or internal stimulus, there by giving them autonomy. It has applications in entertainment and is also used as a tool in research. More recently, it has made its way into television and movie prod...

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Main Authors: Wong, Kok Cheong., Ho, Kee Ping., Tan, Eng Chong., Golam, Ashraf., Low, Boon Hean., Lim, Swee Kim.
Other Authors: School of Computer Engineering
Format: Research Report
Published: 2008
Subjects:
Online Access:http://hdl.handle.net/10356/2305
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Institution: Nanyang Technological University
id sg-ntu-dr.10356-2305
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spelling sg-ntu-dr.10356-23052020-05-28T07:40:04Z Crowd simulation based on machine intelligent and biological behaviors Wong, Kok Cheong. Ho, Kee Ping. Tan, Eng Chong. Golam, Ashraf. Low, Boon Hean. Lim, Swee Kim. School of Computer Engineering DRNTU::Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling Behavioral animation provides computer-generated creatures with instructions on how to react to external or internal stimulus, there by giving them autonomy. It has applications in entertainment and is also used as a tool in research. More recently, it has made its way into television and movie productions. However, its use in productions has its pros and cons. It can relieve animators from traditionally tedious tasks of animating creatures. But, with more autonomy, correct control of the creatures becomes unwieldy as high-level commands do not necessarily translate to the actual movements needed. The problem is compounded when crowds of autonomous creatures are to be generated. This project proposes and implements an animation system to generate and manage autonomous creatures. While applicable to different types of creatures, the emphasis is on a humanoid creature type. This creature is given an extensible action set with pre-defined actions, and an implemented behavioral module. This module is capable of computing mental attributes, handle miscellaneous and user-defined rules, and interpret terrain information. Finally, this module uses a condition-triggered method of defining behaviors, which addresses issues such as reusability, concurrency, and addition of states. 2008-09-17T08:04:53Z 2008-09-17T08:04:53Z 2004 2004 Research Report http://hdl.handle.net/10356/2305 Nanyang Technological University application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling
Wong, Kok Cheong.
Ho, Kee Ping.
Tan, Eng Chong.
Golam, Ashraf.
Low, Boon Hean.
Lim, Swee Kim.
Crowd simulation based on machine intelligent and biological behaviors
description Behavioral animation provides computer-generated creatures with instructions on how to react to external or internal stimulus, there by giving them autonomy. It has applications in entertainment and is also used as a tool in research. More recently, it has made its way into television and movie productions. However, its use in productions has its pros and cons. It can relieve animators from traditionally tedious tasks of animating creatures. But, with more autonomy, correct control of the creatures becomes unwieldy as high-level commands do not necessarily translate to the actual movements needed. The problem is compounded when crowds of autonomous creatures are to be generated. This project proposes and implements an animation system to generate and manage autonomous creatures. While applicable to different types of creatures, the emphasis is on a humanoid creature type. This creature is given an extensible action set with pre-defined actions, and an implemented behavioral module. This module is capable of computing mental attributes, handle miscellaneous and user-defined rules, and interpret terrain information. Finally, this module uses a condition-triggered method of defining behaviors, which addresses issues such as reusability, concurrency, and addition of states.
author2 School of Computer Engineering
author_facet School of Computer Engineering
Wong, Kok Cheong.
Ho, Kee Ping.
Tan, Eng Chong.
Golam, Ashraf.
Low, Boon Hean.
Lim, Swee Kim.
format Research Report
author Wong, Kok Cheong.
Ho, Kee Ping.
Tan, Eng Chong.
Golam, Ashraf.
Low, Boon Hean.
Lim, Swee Kim.
author_sort Wong, Kok Cheong.
title Crowd simulation based on machine intelligent and biological behaviors
title_short Crowd simulation based on machine intelligent and biological behaviors
title_full Crowd simulation based on machine intelligent and biological behaviors
title_fullStr Crowd simulation based on machine intelligent and biological behaviors
title_full_unstemmed Crowd simulation based on machine intelligent and biological behaviors
title_sort crowd simulation based on machine intelligent and biological behaviors
publishDate 2008
url http://hdl.handle.net/10356/2305
_version_ 1681056964209016832