Top Who & What Fish Images & Videos Mail * Models Physics References Help!

### Models

The models subdirectory contains 3D VRML scenes with embedded behavior models. Contributions are organized by student:

Boyd Cannon Christie Duman Gagnon Hauth Key Leitz Liles McClain McLean Schalm Tenney Usta

 Mark Boyd       maboyd@cs.nps.navy.mil I am working with Todd Gagnon on the architecture of the kelp forest exhibit tank (minus the tank floor). I am also messing around with fish and starfish prototypes we can slap a texture and some movement on. Complete exhibit Kelp tank model alone Fish shape using an Extrusion node

 Joseph Cannon       cannonj@fnoc.navy.mil I designed the giant kelp using animated extrusions for the blades and simple cylinders for the stipes. Since the kelp is a big user of resources, it was important to reduce the number of polygons to maintain performance. This was done by introducing a low-resolution version in a LOD node where the blades were reduced to static indexed face sets. Kelp plant using extrusions (K7_KELP) Kelp plant using extrusions (test_kelp_proto) individual bulb and leaf

 Kevin P. Christie       kpchrist@nps.navy.mil I am working on physical boundaries and coordinate systems. A collision avoidance algorithm for such a large number of fish would be extraordinarily difficult. It is probably best to allocate space for each fish or group of fish. We could then determine which algorithm to use based on the species and periodic behaviors (night, day, feeding, etc.). But we must first determine what is out-of-bounds based on tank dimensions, rocks, kelp, and other physical boundaries. Some questions: Should we first begin with the entire tank and allocate space as rocks, kelp, etc. are built in? Should we delay space allocation until all physical objects are in place? What is the most efficient way to allocate the space? Should we build it into the model?

 Ildeniz Duman       iduman@cs.nps.navy.mil Black Surfperch I am LTJG Ildeniz Duman (TUN). I am in CS4470 and I am working on modeling and animating schools of fish. I am also trying to write a tutorial about "3D Computer Animation with Euler Angles and Quaternions" (it is a draft). You can find some useful information and formulas for simulation and animation. Also I have a quaternion class in C++ and some sample code. You can find both of these from this URL: web.nps.navy.mil/~iduman/webpage/MyThesis.htm Blue Rockfish group Circle Fish Circle Fish LOD PROTO Generic Circle Fish PROTO Garibaldi Halfmoon Group Halfmoon PROTO Kelp Bass Kelp Surfperch Sardine School Sardine PROTO Striped Surfperch

 Todd A. Gagnon       tagagnon@cs.nps.navy.mil I am working on the following: With Mark Boyd to add to his kelp tank by designing more of the components of the aquarium and kelp exhibit outside the tank. Mark and I will add to the model until we have the floors, viewing areas, and 3rd floor architecture above the surface (including the aerator tank, pump, and lights) modeled. I am also working on a suitable wave model for the surface water that matches the wave caused by the pump. I am also trying to keep up with the coordinate system diagrams from class discussions. Water circulation pump house Water surface

 Dave Hauth       dhauth@earthlink.net I'm working on modeling the hydrodynamics of the display. I have a first set of equations describing the motion in a very general sense (rectangular tank with null boundary conditions) finished, but they already require some changes at the surface (ie. air-sea boundary conditions). I haven't had an opportunity to run them in something like Matlab to see how things look but hope to do so soon. Here are preliminary water displacement plots and corresponding equations of motion.

 Scott Key       sakey@gte.net I am working with Kevin Christi on fish motion, and a bit with the physical boundaries. I will also be compiling a list of frequently asked questions for answering (if you already have some good ones, send them to me).

 Jeff Leitz       jmleitz@earthlink.net I'm working with Scott and Kevin on fish/marine life movement in the kelp tank. I'm also taking photos of fish in the kelp tank that we can use without worrying about copyright.

 Stewart Liles       liless@cs.nps.navy.mil Stewart provided his "boids" animations which demonstrated flocking and herding. Originally implemented in Java, then output to create interpolators. Sardine School,recorded via interpolators Flocking boidfish school,live using Java Flocking sardines,

 Ray McLain       mcclain@mlml.calstate.edu I am modeling the tank floor using ElevationGrid nodes. In many ways this is similar to a related research project where we are modeling all Monterey Bay bathymetry data as VRML terrain. Kelp tank rock floor