The content of research on Intelligent Environment (IVE) is to integrate virtual life, such as virtual agent into Virtual Environment (VE), and to simulate their activities to improve the reality and interactivity of the VE. In the area of Computer Graphics, most of the computer animations are made by traditional, time-consuming "Key Frame" technique. Recently, many researchers begin to study autonomous behavior model. In this model, the virtual agent chooses its behavior by itself according to its own inner states and the condition of the surrounding environment.This thesis focuses on two main topics: modeling of the Virtual Environment of the sea and Behavior Modeling of "artificial fish". We focus on the simulation of water and aquatic, the virtual perception of artificial fish, autonomous behavior model and the hierarchy of behaviors. We improve the traditional algorithm and based on this we develop a virtual sea environment enriched with our artificial fishes, and every artificial fish is an autonomous virtual agent.On the modeling of virtual environment, we use particle system to simulate water; algorithm of motion without movement to simulate swaying of aquatic in water; the method of modeling artificial fish to model plankton object and modeling virtual bleb with the thought of particle system.We propose the method of synthesizing flow primitives to simulate water. The idea is to define a group of flow primitives such as uniform flow, sinking flow, source flow, vertex flow and then synthesize these flow primitives into a complex flow. We present an algorithm of motion without movement to simulate swaying of aquatic in water, and improve the image quality of the motion aiming at the damage to the image quality. In addition, we extend the arithmetic to color image with lap color space. We use this algorithm to simulate aquatic by texture-mapping.We implement virtual vision and memory for artificial fishes. The virtual vision is obtained by the method of querying graphics database. Our algorithm can simulate the range and visibility of fishes' vision, and it can be applied to other virtual agents. Also, we implement virtual memory by the method of queue.On behavior modeling, we implement an autonomous behavior model for artificial fish. We design a set of basic behaviors of artificial fish and arrange the behavior into hierarchy according to behavioral hierarchy theory. We achieve high-level tasks through the combination of the basic behaviors. We adopt inhibition and fatigue model to choose behaviors and propose to use nonlinear changing function to update animal's inner state instead of traditional linear changing function. It modifies the part that does not fit the habit of animals, thus makes animal's behaviors more natural.Finally, we design a fairy story about two fishes playing with each other. We construct an interacting model with Smart Object technology and use virtual memory to remember what happened. The artificial fish in the VE looks for the target according to current inner states, the information observed by virtual perception and the information got from objects around itself. In the looking course, it utilizes basic behavior such as obstacle avoiding, reducing hungry, reducing fatigue and so on. |