| S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In E.H. Blake R.C. Veltkamp, editor, Programming Paradigms in Graphics'95, Eurographics Collection. Springer-Verlag, 1995. |
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S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In E.H. Blake R.C. Veltkamp, editor, Programming Paradigms in Graphics'95, Eurographics Collection. Springer-Verlag, 1995.
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S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In E. B. R.C. Veltkamp, editor, Programming Paradigms in Graphics'95, Eurographics Collection. Springer-Verlag, 1995.
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S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In Programming Paradigms in Graphics'95, E. B. R.C. Veltkamp (ed.), Eurographics Collection; Springer-Verlag, 1995.
....and concurrent programming languages (parallelism between tasks) without their drawbacks. Note that SignalGT has not been 23 developed only for the application presented in this paper, but for the specification of other complex applications (such as behavioral animation in computer graphics [26] or the design of a transformer power station [27] The semantics of Signal is also defined via a mathematical model of multiple clocked flows of data and events. Signal programs describe relations on such objects: in that sense, programming is done via constraints. The compiler calculates the ....
S. Donikian, E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioral animation. In R.C. Veltkamp, E.H. Blake (eds.), Programming Paradigms in Graphics, Springer, Computer Science, 1995. (pp. 137--153,169)
....which, most of the time, permit only to avoid obstacles in a 2D or 3D world. Another point which is generally not treated is the notion of time. Paradigms needed for programming a realistic behavioural model are reactivity, data flow, modularity, concurrency and hierarchical preemption [12]. 2.2 Time In a system mixing different objects described by different kinds of models (descriptive, generative and behavioural) it is necessary to take into account the explicit management of time, either during the specification phase (memorization, prediction, action duration, etc. or ....
....of its environment. A feedback state control algorithm [16] determines what torques are applied to the vehicle from actions decided by the virtual driver. The virtual driver is described by a behavioural model in which the decision part is defined by a hierarchical parallel transition system [12]. The Bicycle model is described by six parameters (cf figure 4) ffl (x; y; z; OE 1 ) for the position and orientation of the frame. ffl OE 2 for the orientation of the fork relating to the frame orientation. ffl 1 for the rotation of the two wheels and the crank gear. The descriptive motion ....
Stephane Donikian and Eric Rutten. -- Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. -- In Fifth Eurographics Workshop onProgramming Paradigms in Graphics, Maastricht, The Netherlands, September 1995.
....continuously in communication with the environment [9, 8, 1] Each creature must construct a mental model of its environment, even for the simplest behaviour. At each simulation step, it is necessary to reconstruct the new state of the world, before using it in the decisional part of the agent [10]. As it is not possible to construct in real time a complete mental model only from vision and image processing, we have to add higher levels of information than the geometrical one in the Model of the Virtual Environment. Some simulations of the cooperative driving of the Praxitele vehicles in a ....
S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In E.H. Blake R.C. Veltkamp, editor, Programming Paradigms in Graphics'95, Eurographics Collection. Springer-Verlag, 1995.
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S. Donikian and E. Rutten. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. In E.H. Blake and R.C. Veltkamp, editors, Proceedings of Framework for Immersive Virtual Environments FIVE. Springer-Verlag, 1995. (c)
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S. Donikian and R. Cozot. Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation. pages 197--209. Springer-Verlag, 1995.
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