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| Main stuff: Boids
(simulated flocking)
Steering Behaviors OpenSteer PSCrowd Game Research and Technology Texture synthesis Other stuff: |
My interests center around using procedural models (computer programs) to simulate complex natural phenomenon. Such models can aid scientific understanding of the phenomenon. They also allow us to recreate and control the phenomenon for use in animation, games and the arts. A main theme of my work as been to write software that simulates various types of human and animal behavior. This software controls the actions of autonomous characters in virtual worlds. I started by simulating bird flocks and related group behaviors. That approach was generalized to other kinds of goal directed steering behaviors. Most recently I have applied these ideas to models of emergent teamwork in crowds, such as collective construction based on stigmergy, as seen in social insects. I am also interested in using evolutionary computation to
design
procedural models, such as for behavioral
control and texture
synthesis. A key aspect of this is the design of the criteria for
evolution of subtle properties that are hard to define. Since 1998 I have worked at the US
R&D group of Sony
Computer Entertainment near San Francisco, California. |
| Contact me: |
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