Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Practical genetic algorithms
Genetic Algorithms Plus Data Structures Equals Evolution Programs
Genetic Algorithms Plus Data Structures Equals Evolution Programs
R-trees: a dynamic index structure for spatial searching
SIGMOD '84 Proceedings of the 1984 ACM SIGMOD international conference on Management of data
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Geopostors: a real-time geometry/impostor crowd rendering system
ACM SIGGRAPH 2005 Papers
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
Parallel simulation of group behaviors
WSC '04 Proceedings of the 36th conference on Winter simulation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
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
A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server
ICPP '08 Proceedings of the 2008 37th International Conference on Parallel Processing
A distributed framework for scalable large-scale crowd simulation
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Parallelizing continuum crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Grid-based partitioning for large-scale distributed agent-based crowd simulation
Proceedings of the Winter Simulation Conference
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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The simulation of large crowds of autonomous agents with realistic behavior is still a challenge for several computer research communities. In order to handle large crowds, some scalable architectures have been proposed. Nevertheless, the effective use of distributed systems requires the use of partitioning methods that can properly distribute the workload generated by agents among the existing distributed resources. In this paper, we analyze the use of irregular shape regions (convex hulls) for solving the partitioning problem. We have compared a partitioning method based on convex hulls with two techniques that use rectangular regions. The performance evaluation results show that the convex hull method outperforms the rest of the considered methods in terms of both fitness function values and execution times, regardless of the movement pattern followed by the agents. These results show that the shape of the regions in the partition can improve the performance of the partitioning method, rather than the heuristic method used.