Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed 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
Simulation of large crowds in emergency situations including gaseous phenomena
CGI '05 Proceedings of the Computer Graphics International 2005
A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server
ICPP '08 Proceedings of the 2008 37th International Conference on Parallel Processing
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
A semantic environment model for crowd simulation in multilayered complex environment
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Technical Section: Continuum crowd simulation in complex environments
Computers and Graphics
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In this paper, we present a novel parallelizing method for crowd simulators constructed with a continuum model rather than an agent-based model. The basic idea is to partition a crowded virtual environment into some districts, each of which keeps its own dynamic continuum fields and has several transitional blocks to make individuals keep continuum motion from one district to another. Our method makes continuum models to be parallelizable while preserving their existing superiority of generating smooth motion. Moreover, for most of large-scale applications, our partitioning method effectively simplifies the complexity of simulation. Experiments show that our method has achieved super-linear speedup and could employ more than one hundred worker processors to simulate 1 million people in an area of 672,400m2.