Physically Based Models
 | Animate objects according to physical principles |
 | Object motion is subject to world's forces according to f = ma |
 | This may sound easy, but to model accurately requires solving differential
equations |
 | Rather
than solve analytically, approximate by solving iteratively
 | Euler integration |
 | Runge-Kutta |
|
 | Numerical instability arise based on step size and accumulated errors due
to approximation --- a reason to take CPS 150 :) |
 | Examples
|
Distributed Computation
 | Computation is distributed over all agents in system |
 | Characterized by decentralized control where aggregate behavior is
emergent |
 | Simple rules, when combined, lead to complex behavior |
 | Examples
|
Artificial Life
 | Combine distributed computation over colonies, species, or even parts of a
single body |
 | Examples
|
ALife meets Animation
 | Sometimes animator wants some level of control over artificial life |
 | Examples
 | Hard versus Soft Constraints |
 | Inverse Kinematics |
 | Optimization |
|
References
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