Mixin-Based Programming in C++
GCSE '00 Proceedings of the Second International Symposium on Generative and Component-Based Software Engineering-Revised Papers
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Pro OGRE 3D Programming (Pro)
Improving hospital evacuation planning using simulation
Proceedings of the 38th conference on Winter simulation
Simulation of large crowds in emergency situations including gaseous phenomena
CGI '05 Proceedings of the Computer Graphics International 2005
Crowd Simulation
Optimization principles and application performance evaluation of a multithreaded GPU using CUDA
Proceedings of the 13th ACM SIGPLAN Symposium on Principles and practice of parallel programming
Survey on Real-Time Crowds Simulation
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
A high performance agent based modelling framework on graphics card hardware with CUDA
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds
IEEE Computer Graphics and Applications
An Efficient GPU Implementation for Large Scale Individual-Based Simulation of Collective Behavior
HIBI '09 Proceedings of the 2009 International Workshop on High Performance Computational Systems Biology
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In this work, we present a GPU-based library, called Behave RT, for the definition, real-time simulation, and visualization of large communities of individuals. We implemented a modular flexible and extensible architecture based on a plug-in infrastructure that enables the creation of a behavior engine system core. We used Compute Unified Device Architecture to perform parallel programming and specific memory optimization techniques to exploit the computational power of commodity graphics hardware, enabling developers to focus on the design and implementation of behavioral models. This paper illustrates the architecture of BehaveRT, the core plug-ins, and some case studies. In particular, we show two high-level behavioral models, picture and shape flocking, that generate images and shapes in 3D space by coordinating the positions and color-coding of individuals. We, then, present an environment discretization case study of the interaction of a community with generic virtual scenes such as irregular terrains and buildings.