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Modelling fish behaviour
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Source Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia table of contents
Melbourne, Australia
SESSION: Modelling table of contents
Pages: 71 - 78  
Year of Publication: 2003
ISBN:1-58113-578-5
Authors
Kingsley Stephens  Queensland University of Technology, Brisbane
Binh Pham  Queensland University of Technology, Brisbane
Aster Wardhani  Queensland University of Technology, Brisbane
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper studies the problem of creating artificial fish for real-time interactive virtual worlds aimed at desktop environments with hardware 3D support. The artificial fish developed have the ability to move, sense, and think. Each fish is modelled with a Keyframed skeletal animated body, semi-physics based movement model, sensory abilities, internal motivations, a set of behaviour routines, and a behavioural selection mechanism. These features allow the fish to act autonomously using behavioural rules in response to sensory input from the environment and other fish. This autonomous ability enables definite behaviours to be described and observed in the fish that are not simply random, cyclic, or scripted.Excellent work has been previously done on modelling sophisticated artificial fish. The contribution of this paper is to focus on the practical modelling of fish for game production.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Kingsley Stephens: colleagues
Binh Pham: colleagues
Aster Wardhani: colleagues