Pushing the boundaries of scientific illustration...

Bringing exhibits to life.

  By utilizing advances in the game technology industry, 3d graphics hardware, and artificial life research, Digital Biology has developed proprietary computer animation software for creating real-time, photo-realistic interactive simulations of biological phenomena that push the boundaries of scientific illustration.

The end result is multimedia content
that is both highly entertaining and educational
.

  The simulation framework is designed to run on affordable desktop computers without the need for expensive, specialized hardware, and can be optionally displayed on large, high resolution screens for a captivating viewer experience.
  These simulations can also be continuously updated and customized to reflect exhibitor needs, and they provide the ideal medium for visualizing hard-to-observe natural phenomena or difficult-to-explain biological concepts. They can even be used to 'bring to life' extinct fauna.
  Click on these links to view some clips captured from real simulations...

This system has been used as part of the Virtual Beluga Project at the Vancouver Aquarium.

Key features of these simulations include:

  • real-time interaction among organisms as well as between organisms and the viewer,
  • lifelike organic movement through the use of actuators ('virtual bones and muscles') creating forces in a simulated dynamics system,
  • intelligent behavior, in which some animals even have the ability to learn from experience,
  • a true 3D environment with collision detection, 'bump' texture mapping and projected shadows for enhanced realism, and
  • directional, multi-channel sound.

Why use this approach over static images or fixed loop animations?

  • The simulation can be easily updated to reflect changes in current scientific thinking.
  • Variable content is supported - individual organisms can grow and change over time, and new organisms can be added and removed.
  • The non-deterministic nature of the simulations means that no two simulations are alike - it is like peering into an interactive aquarium rather than simply watching a movie.
  • The interactivity of the simulations provides an opportunity to perform 'what-if' experiments by the viewer.
  • The system is fully scalable - the number and complexity of organisms is limited only by the speed and memory of the computer on which it runs.
  • And finally, these simulations can easily be recorded to create playable video clips without the need for time intensive keyframing by an animator.

  This system consists of a layered architecture and has been designed to be both modular and extensible.


A school of butterflyfish chasing a moving red target.

A humpback whale in search of krill, singing its hauntingly beautiful song.

A cluster of pulsating, translucent jellyfish that react to a viewer's 'touch'.

A Burgess Shale Digital Diorama bringing to life a scene from 500 million years ago. An Anomalocaris pursues a trilobite while an Opabinia searches the silty bottom for food. A Hallucigenia crawls nearby.

Another prehistoric diorama featuring the Essex fauna from 300 million years ago. In this scene, a Tully monster in the foreground passes near the strange Y-shaped Escumasia. A hybodontoid shark lurks in the background near a school of Acanthodes fish while an Essexella jellyfish pulsates in the distance.


A detailed internal view of the complex system of actuators that control the behavior of a single organism.

  More about the internal architecture can be found in the article "Experiencing Belugas: Action Selection for an Interactive Aquarium Exhibit." DiPaola et al. Adaptive Behavior.2007; 15: 99-113

Interested in finding out more? Then please contact us at alife @ digitalbiology.com.


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