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Topic: Craig Reynolds (computer graphics)


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In the News (Tue 29 Dec 09)

  
 cyborg_babies.html
Reynolds wrote a computer program that caused virtual birds to flock, in which each "bird" acted "solely on the basis of its local perception of the world" (1987:27).
Reynolds called the digital birds "boids," an extension of high-tech jargon that refers to generalized objects by adding the suffix "oid." A boid could be any flocking creature.
It's all the same stuff," she says, "just yucky computer cy-dough-plasm." This comment is the expression of the cyborg consciousness that characterizes today's children: a tendency to see computer systems as "sort of" alive, to fluidly "cycle through" various explanatory concepts, and to willingly transgress boundaries.
web.mit.edu /sturkle/www/cyborg_babies.html   (5024 words)

  
 Section 19: The Quest for Visual Realism
A variation of the particle system was used by Craig Reynolds to model the flocking and schooling behavior of birds and fish.
Terzopoulos is widely known as the inventor of deformable models, a family of shape modeling algorithms that have bridged the fields of computer vision and computer graphics and have opened up new avenues of research in medical imaging and computer-aided design.
This dimensionless quantity is computed from the geometric orientation of the two patches, and can be thought of as the fraction of the total possible emitting area of the first patch which is covered by the second patch.
accad.osu.edu /~waynec/history/lesson19.html   (8777 words)

  
 SIGGRAPH 97 Course 23: Artificial Life for Graphics, Animation, Multimedia, & VR
The challenge is to develop sophisticated graphics models that are self-creating, self-evolving, self-controlling, and/or self-animating by simulating the natural mechanisms of life.
Graphics researchers and practitioners, including animators and VR enthusiasts, seeking a close encounter with ``life'' at the leading edge of graphics modeling.
Graphics researchers have begun to explore a new frontier--a world of objects of enormously greater complexity than is typically accessible through geometric or physical modeling alone--objects that are alive.
www.cs.toronto.edu /~dt/siggraph97-course   (1219 words)

  
 Craig Reynolds: Flocks, Herds, and Schools: A Distributed Behavioral Model
In the literature of parallel and distributed computer systems, flocks and schools are given as examples of robust self-organizing distributed systems [15].
However the most fun are the offbeat combinations possible in computer graphics by mixing and matching: a herd of pogo sticks, a flock of Pegasus-like winged horses, or a traffic jam of spaceships on a 3D interplanetary highway.
Reynolds, C. "Description and Control of Time and Dynamics in Computer Animation" in the notes for the course on Advanced Computer Animation at acm SIGGRAPH `85, and reprinted, and reprinted for the notes of the same course in 1986.
www.cs.toronto.edu /~dt/siggraph97-course/cwr87   (9077 words)

  
 VisualBots - Flocking
Boids has been the basis for computer animated special effects in movies, as in the 1992 film Batman Returns, where bat swarms and flocks of penguins were simulated.
The composite behavior referred to in the outline is the turn angle computed by combining the turn angles from the four steering behaviors.
In computing the composite behavior, some steering behaviors should take precedence over others, for example, obstacle avoidance should be given the highest priority to avoid death by smashing into a wall or window.
www.visualbots.com /flock_project.htm   (520 words)

  
 Genesis of Artificial Life by Terry Smith
Artificial life is a strongly emerging field contributing to genetics, evolutionary biology, biochemistry, computer graphics, robotics, and the emerging field of complexity.
Among them was Craig Reynolds who, from the time he was in college, had thought he could write computer programs with simple rules to simulate the complex movements of animals (Levy 76).
With the incorporation of advanced graphics hardware and software, it is easily to imagine this method being used to produce three-dimensional, flapping flbirds or geese that could appear in a computer game or in a Steven Spielberg movie.
terrysmith.net /archives/collegehomepage/research/alife/genesis.html   (4785 words)

  
 COMPUTER GAMING: Development through gaming
This article aims to be a sampler of a less controversial, but still often underrated, symbiosis between scientific computing and computing for leisure and entertainment.
Computer gaming is another major leisure field that uses scientific computing techniques, where the programming challenges lie not merely in graphics but in providing strong opponents and a believable game environment in real time.
As a teacher of mathematics and computer science at Macalester College, St. Paul, Minnesota, Professor Wagon's view of the value of such computing pursuits is clear: 'For me, it has always been educational.
www.scientific-computing.com /scwjulaug02computer_gaming.html   (1548 words)

  
 Two Highly Integrated Real-Time Music and Graphics Performance Systems
The innovations of this application are real-time animation of graphic objects in response to analysis of musical input, coupled with the simultaneous presentation of video, lighting, large-scale holograms, and algorithmically generated computer music.
The master computer also generates a stream of MIDI-encoded music which is sent to a synthesizer and effects processor to accompany the live ensemble and control lighting effects through a dedicated show controller.
Computing the ongoing behavior of musical attributes makes it possible for direct analogs between performance and image to be established both during stage performance and in unstructured installations.
www.ericsinger.com /ICMC97.html   (3551 words)

  
 Genetic Algorithms and Character Animation
Craig Reynolds has also investigated generating robust controllers through the introduction of noise in sensor input, and effector output [reynolds94a], as discussed in the Problems sections.
Craig Reynolds has also investigated reflexive action which appears to be behavior.
His model of flocks [reynolds87] is a purely reactive model based on the local environment of the bird, but it gives the overall flock the appearance of intention and global coordination.
www.cs.unc.edu /~helser/ga/Animation_using_GAs.html   (6576 words)

  
 SIGGRAPH 97 Course 23   (Site not responding. Last check: 2007-10-11)
This course investigates the increasingly important role that concepts from the field of artificial life are playing across the breadth of computer graphics, including image synthesis, modeling, animation, multimedia, and virtual reality.
They also explore graphics techniques that emulate phenomena fundamental to biological organisms, such as biomechanics, behavior, growth, and evolution.
Graphics researchers and practitioners, including animators and VR enthusiasts who are seeking a close encounter with "life" at the leading edge of graphics modeling.
old.siggraph.org /s97/conference/courses/23.html   (127 words)

  
 SIGGRAPH 98 Courses Fact Sheet
This course exposed attendees to the increasingly important role that concepts from the emerging field of artificial life are playing across the breadth of computer graphics.
This advanced tutorial bridged the gap between the familiar geometric methods of 3D computer graphics and their generalizations to higher dimensions.
This course was for individual computer graphic artists, developers, and enthusiasts who are considering the idea of starting their own computer graphics businesses, and asking themselves: "Can I survive as a computer graphics entrepreneur?" Presenters/survivors helped answer this question and offered practical advice for budding entrepreneurs.
old.siggraph.org /s98/media/courses.html   (675 words)

  
 Aron Helser
The model of flocking is derived from Craig Reynolds's '87 SIGGRAPH paper, but I added several additional components to the behavior, including chasing a target, and playing the game of Tag.
One major change involved finding all the "magic" numbers in the software and changing to variables, and adding a tcl/tk interface that allowed the 20+ parameters of the flocking model to be adjusted individually while the program is running.
Craig Reynolds in his 1987 SIGGRAPH paper describes the basic flocking model and the accumulator I used to control my boids [reynolds87].
www.cs.unc.edu /~helser/239/finalproj/239_final_paper.htm   (1969 words)

  
 TOG: Literature On-Line
A general computer science reference search engine includes most, if not all, of the references for ACM TOG articles in its databases, along with references to many other computer graphics and computer science related sources.
There are many specialized computer graphics related bibliographies which can be downloaded for off-line use.
Steve Hollasch's Computer Graphics Index has all sorts of tidbits culled from newsgroups and elsewhere over the decades, along with many links to other useful resources.
www.acm.org /tog/BibLook.html   (1844 words)

  
 Spotlight for November '02
This energy and excitement are due, in part, to the new management team of Robert Wiltrout, Ph.D., and Craig Reynolds, Ph.D. This team has worked as colleagues in the research laboratory for more than 20 years, but recently they have taken over the on-site management of NCI-Frederick as well.
Reynolds explains that some NCI-Frederick staff presently do make periodic visits to middle school classes, but he would like to make that a more formalized effort with more scientists visiting local middle school classrooms.
The Reynolds and Wiltrout management team is not only trying to put into place new laboratories, resources, and technology so that we can do science better, but they are anxious to make the NCI-Frederick an even better workplace.
www.ncifcrf.gov /news/spotlight/sl_nov02.asp?ForPrint=True   (987 words)

  
 Craig Reynolds - Wikipedia, the free encyclopedia
Craig Reynolds (computer graphics) - a computer graphics artist
Craig Reynolds (baseball player) - a baseball player
This disambiguation page lists articles associated with the same human name.
en.wikipedia.org /wiki/Craig_Reynolds   (87 words)

  
 Pattern Lesson 8 Math Part
Reynolds was a computer graphics and animation specialist at Symbolics, Inc., of Los Angeles, where he was working on a coputer-animation film that was supposed to have lots of birds flying around in the bakcground.
It was a crazy idea, but on the other hand Reynolds knew that the synchronized flying of real birds was not produced by any master controller or Head Bird giving commands to all the rest.
Reynolds didn't know precisely what to expect when he let his boids fly off in computer space.
www.dartmouth.edu /~matc/math5.pattern/lesson8math.html   (4310 words)

  
 CS 418: Computer Graphics (Spring 2005)
In this course, we will be using the FLTK toolkit, which works under both Windows and X. The GLUT toolkit is also a popular choice, but it doesn’t provide much in the way of interface elements (e.g., buttons, sliders, menus).
Graphics systems generally need to both read and write raster image data.
Craig Reynolds as compiled a nice survey of online resources for non-photorealistic rendering.
www.cs.uiuc.edu /class/fa05/cs418/archive/spring2005/links.html   (480 words)

  
 Real-Time Rendering Resources
Researchers at UNC Chapel Hill are using graphics hardware to simulate various physical phenomena such as cloud formation and reaction-diffusion.
He is also a coauthor of "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones", which appears in SIGGRAPH 2003.
Computer Graphics World tracks commercial developments in the computer graphics industry in general, though it's easier to just read the magazine.
www.realtimerendering.com   (11818 words)

  
 Xiaoyuan Tu's home page
She received her Ph.D degree (96') in Computer Science from the University of Toronto and the Honors M.Eng degree in Electrical and Computer Engineering from McMaster University.
In 1996 she received the prestigious ACM Doctoral Dissertation Award for her Ph.D dissertation "Artifical Animals for Computer Animation: Biomechanics, Locomotion, Perception, and Behavior".
Her research spans the areas of autonomous agent architecture design, physics and biomechanics-based modelling, machine learning, computer graphics animation and artificial life.
www.dgp.toronto.edu /people/tu/tu.html   (314 words)

  
 Ducks flock to robo   (Site not responding. Last check: 2007-10-11)
The real robot will be successful because computer simulations of both robot and ducks have worked well, say researchers.
We are now getting all the links sorted between the real and simulated robot," says Stephen Cameron, one of the research team from the computing laboratory, speaking at a conference on artificial life, in Brighton, last week.
In the simulations the ducks were made to flock realistically by using a few simple rules first discovered by computer graphics researcher Craig Reynolds, in 1987.
www.geocities.com /ultrahiiq/Robo-Sheepdog.htm   (239 words)

  
 Animation Timeline
Their techniques are used in the animation "Eurythmy." Ref: M. Girard and A. Maciejewski, "Computational Modeling for the Computer Animation of Legged Figures", Computer Graphics, 19(3), July 1985.
Craig Reynolds then at Symbolics (now at Dreamworks SKG) publishes a paper on self-organizing behavior for groups.
Ref: C. Reynolds, "Flocks, Herds, and Schools: A Distributed Behavioral Model", Computer Graphics, 21(4), July 1987.
www.cs.brown.edu /courses/cs229/animTimeline.html   (691 words)

  
 Craig Reynolds (computer graphics) - Wikipedia, the free encyclopedia
Craig Reynolds (born March 15, 1953), is an A-life and computer graphics expert, who created the Boids artificial life simulation in 1986.
Reynolds worked on the film Tron (1982) as a scene programmer, and on Batman Returns (1992) as part of the video image crew.
 This biographical article relating to a computer specialist is a stub.
en.wikipedia.org /wiki/Craig_Reynolds_(computer_graphics)   (111 words)

  
 AIWisdom.com - Game Articles & Research
Today, 3D graphics and sound technologies begin to reach a level of realism that is easily destroyed by seeing an AI unit walk face-first into a solid wall, slide along the perimeter, and ultimately get stuck on an errant polygon.
The characters are represented graphically by 3D models with a library of animated motions which must be choreographed by the behavioral controllers.
Abstract: As computer games become more complex and consumers demand more sophisticated computer-controlled agents, developers are required to place a greater emphasis on the artificial intelligence aspects of their games.
www.aiwisdom.com /byresource_gdc.html   (3792 words)

  
 Research Links (M. Wainer)
An underlying theme in many of my research interests is in making computer graphics easier to use and in using graphics to make applications communicate better with users.
Modeling may be primarily focused on achieving a computer graphics effect (creating movement that an animator desires) or in visualizing a system simulation.
Artificial Life is a new field which blends together biology and computer science (AI, computer graphics, simulation).
www.cs.siu.edu /~wainer/res1.html   (402 words)

  
 [No title]
I believe that at the time the paper was written, Paul Heckbert (the author) also applied for a software patent on the algorithms described in the paper.
His hope was that publication in Siggraph would serve as a "wake-up" call to the graphics community concerning the overwhelming need for photorealistic rendering of food products in general.
Well the background was just to be silly and also to get in a sneaky dig against the Amiga which, at the time, was making some noise as the first home computer platform to start to move into being able to handle ray-tracing and the like.
www-2.cs.cmu.edu /~ph/jello/comp.graphics.96   (984 words)

  
 Games
Game Research attempts to bring together knowledge on computer games from the areas of art, business, and science.
Its primary focus is on the computer games and digital entertainment industry, a secondary focus is the application of games technology in other areas like healthcare, life science, engineering and learning.
The emotion ai engine is a compact library and SDK that allows developers to easily and efficiently add the power of emotional behavior simulation to their applications.
www.insead.fr /CALT/Encyclopedia/ComputerSciences/Gaming   (1641 words)

  
 Virtual Humans and Artificial Life
The computer graphics program metaphor of a film studio sound stage dictates that the cast is made up of virtual humans and animals.
One of their most celebrated projects was the creation of a lifelike real-time 3-D computer graphics articulated model of Marilyn Monroe.
CAVE was began at the University of Illinois at Chicago's Computer Science Department's Electronic Visualization Laboratory and it is a marvel of engineering.
www.coe.uh.edu /visualville/vrhuman.html   (1521 words)

  
 Complex Adaptive Systems and Business Objects   (Site not responding. Last check: 2007-10-11)
It is a work in progress whose success cannot be evaluated at the current time, but the approach seems promising and would benefit from scrutiny by the practitioners at the workshop.
Craig Reynolds’ classic boids experiment [REYNOLDS 87] showed that flocking behavior could be achieved without the application of external rules to the entire group of "boids." Constraining the behavior of each boid by three simple rules moved the entire group in the same direction without causing stragglers.
Applying comparable logic to the business objects in an evolving enterprise might allow automation of processes previously assumed to be beyond the capabilities of a computer.
jeffsutherland.org /oopsla98/rostal.html   (1534 words)

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