Reference: X. Tu and D. Terzopoulos, "Artificial Fishes:
Physics, Locomotion, Perception, Behavior", Computer Graphics,
SIGGRAPH 94 Conference Proceedings, pp. 43-50, July, 1994
Consider a realistic virtual world of fish. There would be
underwater currents, moving plants, unmoving rocks and coral
reef that the fish must swim around. There would be food (prey)
and predators. Some fish would only be prey, others only
predators, some both, and perhaps some none. When a predator
appears, the fish might initially group together for protection,
but when the predator gets close, they might scatter. The
predator might then choose a victim and chase it. At mating
time, the fish might have courtship rituals. This complex
behavior is difficult to realistically animate with keyframing
techniques. This paper tries to create realistic fish, fish that
not only look realistic, but also move in a realistic fashion,
and even behave realistically. This requires the animators to
model the form and appearance of the fish, the phy