In this project, we will implement a 3D flocking simulation. We extend the boids algorithm, which contains separation, alignment and cohesion, by adding features like landing and taking off from trees. Users can interact with the flock by leading or scaring birds.
Birds are born to the sky, flapping their wings without constraints. It’s always fascinating to observe the flock of birds flying off the trees. Happily, freely, wandering around, they are flying so close, but they will never collide with each other. It is such a scenery to peek during sunset. We want to not only learn and simulate the flying pattern of a flock of birds but also reproduce the scene we’ve just described. There are two major challenges. We need to firstly use appropriate algorithms (e.g., Boids) to simulate the flock behaviors. The birds will be interacting with each other and can also be influenced by the external factors like winds, scare, and places to rest. Then, by applying suitable light tracing methods, we want to make the flock reflect the environment lighting in order to create beautiful images.
In general, our goal is to generate an interactive scene of flocks that simulates the real boids’ flying behaviors. The project consists of 5 stages, and we plan to finish the first 4 stages, while the last stage is the extra expectation that we will implement if we get time.
In general, the direct way to judge the performance of our particle system is comparing it with real flock behaviors. Also, we want to make sure the rendering process is fast enough and the interactive simulation session is seamless.