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
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Parallel simulation of group behaviors
WSC '04 Proceedings of the 36th conference on Winter simulation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server
ICPP '08 Proceedings of the 2008 37th International Conference on Parallel Processing
Improving the Performance of Partitioning Methods for Crowd Simulations
HIS '08 Proceedings of the 2008 8th International Conference on Hybrid Intelligent Systems
A new system architecture for crowd simulation
Journal of Network and Computer Applications
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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The simulation of large crowds of autonomous agents with a realistic behavior is still a challenge for several computer research communities. Distributed architectures can provide scalability to crowd simulations, but they require the use of efficient partitioning methods. Although convex hulls have been shown as very efficient structures for crowd partitioning, providing efficient workload balancing to large scale simulations is still an open issue. In this paper, we propose the integration of a workload balancing technique for crowd simulations within a partitioning method based on convex hulls. The region-based balancing technique reassigns agents to servers using a criterion of distance. The performance evaluation results show that this technique ensures the saturation avoidance of the servers in an homogeneous distributed system. This feature can increase the scalability of crowd simulations.