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Animation Using Behavior Functions

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Visual Languages and Applications

Part of the book series: Languages and Information Systems ((LISS))

Abstract

This paper describes the use of behavior functions to create systems of graphic objects which appear to be behaving purposefully. These functions determine the motion of an object based on the status of the other objects in its environment. Several useful classes of behavior functions are described. Functions using just the positions of objects at the previous time interval can model pushing, pulling and tendency to maintain distance. When a second preceding time step is used, a wide array of behaviors can be obtained including avoidance, hitting, fish schooling and the playing of ball games.

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References

  1. N. Magnenat-Thalmann and D. Thalmann, Computer Animation: Theory and Practice. Springer-Verlag, Tokyo, 1985.

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  2. A. H. Borning, The programming language aspects of ThingLab, a constraint-oriented simulation laboratory, ACM Trans. Programming Languages Systems 3(4), 353–387 (1981).

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  3. A. Mighotte, The Perception of Causality, Methuen, New York, 1963.

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  4. A. Marion, K. Fleischer, and M. Vickers, Towards expressive animation for interactive characters, Proceedings, Graphics Interface’84, pp. 17–20.

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  5. T. Lethbridge, Perceived animate motion by simple deterministic rules of inter-object behavior, Master’s thesis, University of New Brunswick, Fredericton, 1987.

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© 1990 Plenum Press, New York

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Lethbridge, T.C., Ware, C. (1990). Animation Using Behavior Functions. In: Ichikawa, T., Jungert, E., Korfhage, R.R. (eds) Visual Languages and Applications. Languages and Information Systems. Springer, Boston, MA. https://doi.org/10.1007/978-1-4613-0569-9_13

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  • DOI: https://doi.org/10.1007/978-1-4613-0569-9_13

  • Publisher Name: Springer, Boston, MA

  • Print ISBN: 978-1-4612-7871-9

  • Online ISBN: 978-1-4613-0569-9

  • eBook Packages: Springer Book Archive

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