Insect Flocking System is a research focused on developing a highly controllable framework for simulating large-scale insect swarms. This system enables the creation of complex formations built from multiple insects, character morphing, and realistic behavioral patterns while maintaining exceptional performance with millions of agents.

Technical implementation

  • Designed point-based collision system with 3 dimenional radius representation.
  • Optimisation algorithm for pack elipsoids in any volume with artistic control of surface patterns.
  • Created state-based behavior management system using Markov chains. It allows precise control of state proportions at each stage of the simulation.
  • Implemented tools for previewing and precisely controlling the speed and position of swarm at each moment in time through a shot.
  • Several highly efficient algorithms for managing shape transitions and animation following.
  • Developed high-performance rendering pipeline using USD and Karma XPU
  • Optimized render-time memory usage, using USD layering and instancing techniques. It makes possible to render millions of animated insects on my RTX 3090.

For more details on the process, visit this post.