Battlezone: Official Strategy Guide
Battlezone: Official Strategy Guide
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Computer architecture: a quantitative approach
Computer architecture: a quantitative approach
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controlling Consistency within Collaborative Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Massively Multiplayer Game Development 2 (Game Development)
Massively Multiplayer Game Development 2 (Game Development)
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
FreeWalk/Q: social interaction platform in virtual space
Proceedings of the ACM symposium on Virtual reality software and technology
New Goal Selection Scheme for Behavioral Animation of Intelligent Virtual Agents
IEICE - Transactions on Information and Systems
ACM SIGGRAPH 2006 Papers
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
On the Design of an Efficient Architecture for Supporting Large Crowds of Autonomous Agents
AINA '07 Proceedings of the 21st International Conference on Advanced Networking and Applications
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Scalable distributed simulation of large dense crowds using the real-time framework (RTF)
EuroPar'10 Proceedings of the 16th international Euro-Par conference on Parallel processing: Part I
Workload balancing in distributed crowd simulations: the partitioning method
The Journal of Supercomputing
A Read-Copy Update based parallel server for distributed crowd simulations
The Journal of Supercomputing
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
International Journal of High Performance Computing Applications
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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Crowd simulation requires both rendering visually plausible images and managing the behavior of autonomous agents. Therefore, these applications need an efficient design that allows them to simultaneously handle these two requirements. Although several proposals have focused on the software architectures for these systems, no proposals have focused on the computer systems supporting them. In this paper, we analyze the computer architectures used in the literature to support distributed virtual environments. Also, we propose a distributed computer architecture which is efficient enough to support simulations of thousand of autonomous agents. This proposal consists of a cluster of interconnected computers in order to improve flexibility and robustness, as well as a hierarchical software architecture that efficiently provides consistency. Performance evaluation results show that the trade-off between flexibility and consistency allows to efficiently manage thousands of autonomous agents. Therefore, this network-based system architecture can provide the required scalability for large-scale crowd simulations.