Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A brief history of cellular automata
ACM Computing Surveys (CSUR)
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Simulation of large crowds in emergency situations including gaseous phenomena
CGI '05 Proceedings of the Computer Graphics International 2005
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
FAME, soft flock formation control for collective behavior studies and rapid games development
SEAL'12 Proceedings of the 9th international conference on Simulated Evolution and Learning
Hi-index | 0.00 |
Computing and presenting emergent crowd simulations in real time is a computationally intensive task. This intensity is mostly due to the complexity of the traversal algorithm needed for the interactions of all elements against each other on the basis of a proximity query. By using special data structures such as grids, and due to the parallel nature of graphics hardware, relevant previou work reduced this complexity considerably, making it possible to achieve interactive frame rates. However, existing proposals tend to be heavily bound by the maximum density of such grids, which is usually high, leading to arguably inefficient algorithms. In this article we propose the use of a fine- grained grid and accompanying data manipulation, to lead to scalable algorithmic complexity. We also implement a representative flocking boids case study, from which we ran benchmarks with more than one million simulated and rendered boids at nearly 30fps. We remark that related previous work achieved no more than 15,000 boids with interactive frame rates.