Jean-François Taille, Fabrice Lamarche, Stéphane Donikian, Frédéric Devillers, Computer generated images, animation, modeling and simulation (SIAMES), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes 1 (UR1), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-INRIA Rennes, Institut National de Recherche en Informatique et en Automatique (Inria), Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), and Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-INRIA Rennes
Behavioural models offer the ability to simulate autonomous agents like organisms and living beings. Psychological studies have shown that human behaviour can be described by a perception–decision–action loop, in which the decisional process should integrate several programming paradigms such as real time, concurrency and hierarchy. Building such systems for interactive simulation requires the design of a reactive system treating flows of data to and from the environment, and involving task control and preemption. Since a complete mental model based on vision and image processing cannot be constructed in real time using purely geometrical information, higher levels of information are needed in a model of the virtual environment. For example, the autonomous actors of a virtual world would exploit the knowledge of the environment topology to navigate through it. Accordingly, in this paper we present our programming environment for real-time behavioural animation which is compounded of a general animation and simulation platform, a behavioural modelling language and a scenario-authoring tool. Those tools has been used for different applications such as pedestrian and car driver interaction in urban environments, or a virtual museum populated by a group of visitors. Copyright © 2002 John Wiley & Sons, Ltd.