Flocks, Herds, and Schools:
A Distributed Behavioral Model

by Craig Reynolds

simulated boid flock avoiding obstacles (1986)

Abstract:
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds.

Keywords:
flock, herd, school, bird, fish, aggregate motion, particle system, actor, flight, behavioral animation, constraints, path planning.

Citation:
Reynolds, C. W. (1987) Flocks, Herds, and Schools: A Distributed Behavioral Model, in Computer Graphics, 21(4) (SIGGRAPH '87 Conference Proceedings) pages 25-34.

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Related links:
Boids: Background and Update (the boids page)
A page of cross references of citations by and to this paper at ResearchIndex.


Send comments to Craig Reynolds <cwr@red3d.com>
Last update: November 4, 2000