Interactive Evolution of Camouflage
Boids (simulated flocking)
My interests center around using procedural models (computer programs) to simulate complex natural phenomenon. These models can aide scientific understanding of the natural system. They also allow us to recreate the phenomenon and control it for use in animation, games and the arts.
Much of my work involves writing software to simulate various types of human and animal behavior. These programs control the actions of autonomous characters in virtual worlds. I started by simulating bird flocks and related group behaviors. That approach was generalized to other kinds of goal directed steering behaviors. Most recently I have applied these ideas to models of emergent teamwork in crowds, such as collective construction based on stigmergy, as seen in social insects.
I am also interested in using evolutionary computation to design procedural models, such as for behavioral control and texture synthesis. This requires designing criteria for evolving subtle properties that can be hard to define. My most recent work in this area involves modeling the evolution of camouflage in nature.
I work as a software engineer at Matterport in Mountain View, California.