Main stuff: Interactive
Evolution of Camouflage
Texture synthesis PSCrowd Game Research and Technology OpenSteer Steering Behaviors Boids (simulated flocking) Other stuff: My
real life
Resume / curriculum vitae Bookmarks Stale / archived pages: Stylized
Depiction / NPR
Evolutionary Computation Individual-Based Models Improvisational Characters Artificial Life Behavioral Animation |
My interests center around using procedural models (computer programs) to simulate complex natural phenomenon. These models can aide scientific understanding of the natural system. They also allow us to recreate and control the phenomenon for use in animation, games and the arts. Much of my work involves writing software to simulate various types of human and animal behavior. These programs control 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. My recent work
in this area involves modeling the evolution of
camouflage in nature. Since 1998 I have worked at the US
R&D group of Sony
Computer Entertainment near San Francisco, California. |
Contact me:
cwr@red3d.com
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