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Flocking Animation and Modelling Environment (FAME)

School of Computer Engineering. Presented by: Centre for Computational Intelligence. Flocking Animation and Modelling Environment (FAME). Research Goal

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Flocking Animation and Modelling Environment (FAME)

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  1. School of Computer Engineering Presented by:Centre for Computational Intelligence • Flocking Animation and Modelling Environment (FAME) Research Goal Automating the process of generating multi-agent interactions, particularly, flocking & swarming behaviours that satisfy shape, space and time constraints imposed by developers or the general users, thus cutting down game production time. Research Team Principal Investigators Assoc Prof Ong Yew Soon Assoc Prof Tan Ah Hwee Assoc Prof Lim Meng Hiot Researchers Nguyen Quang Huy Chen Xianshun Ho Choon Sing A flock of birds Prototype The Flocking Animation and Modelling Environment (FAME) developed in Centre for Computational Intelligence is composed of 3 core modules: GUI, animation engine, and the flock engine. The GUI is designed to accept personalized requirements of game developers and the general users on the resultant flocking model. The animation engine performs rendering of the flock animations based on output produced by the flock engine. The flock engine carries out the scheduling algorithm to accomplish the given tasks while fulfilling the specified constraints. Shaped-Constraint & Path Following Mechanisms Shape rigging algorithm that enables the flock to bend along the curvature of the path more naturally and realistically while still satisfying the imposed formation constraints. Obstacle Avoidance Mechanism Obstacle avoidance mechanism prevents flocking agents from colliding into obstacles in the scene by steering them around the hut. Shape Morphing Mechanism Shape morphing algorithm allows a flock to transform from a shape constraint to another. Other constraints may involve requiring all agents to start/stop at the same time, fulfilling the minimum travelled distance and etc. www.ntu.edu.sg

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