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dc.contributor.authorO'Hara, Noelen_US
dc.date.accessioned2015-02-16T07:26:47Z
dc.date.available2015-02-16T07:26:47Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00630en_US
dc.description.abstractThe 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-Animationen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleHierarchical Impostors for the Flocking Algorithm in 3Den_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.00630en_US
dc.identifier.pages723-731en_US


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