Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
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
Impostors and pseudo-instancing for GPU crowd rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Crowd simulation for emergency response using BDI agent based on virtual reality
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
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Building high performance DVR via HLA, scene graph and parallel rendering
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
A multi-agent system for building project memories to facilitate the design process
Integrated Computer-Aided Engineering
Large scale agent-based simulation on the grid
Future Generation Computer Systems
Data parallel execution challenges and runtime performance of agent simulations on GPUs
Proceedings of the 2008 Spring simulation multiconference
A Scalable Architecture for Crowd Simulation: Implementing a Parallel Action Server
ICPP '08 Proceedings of the 2008 37th International Conference on Parallel Processing
Fast Rendering of Large Crowds Using GPU
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
A new system architecture for crowd simulation
Journal of Network and Computer Applications
Simulating socially intelligent agents in semantic virtual environments
The Knowledge Engineering Review
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
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
A new autonomous agent approach for the simulation of pedestrians in urban environments
Integrated Computer-Aided Engineering
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Multi-agent system to monitor oceanic environments
Integrated Computer-Aided Engineering
A multi-agent system for managing adverse weather situations on the road network
Integrated Computer-Aided Engineering
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Talking Agents: A distributed architecture for interactive artistic installations
Integrated Computer-Aided Engineering
Decentralized agent-based underfrequency load shedding
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
Multi-agent approach to power distribution network modelling
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
A qualitative agent-based approach to power quality monitoring and diagnosis
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
Agent-based coordination techniques for matching supply and demand in energy networks
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
Multi-agent based reconfiguration of AC-DC shipboard distribution power system
Integrated Computer-Aided Engineering - Multi-Agent Systems for Energy Management
Workload balancing in distributed crowd simulations: the partitioning method
The Journal of Supercomputing
Hardware accelerated skin deformation for animated crowds
MMM'07 Proceedings of the 13th International conference on Multimedia Modeling - Volume Part II
An efficient GPU implementation of fixed-complexity sphere decoders for MIMO wireless systems
Integrated Computer-Aided Engineering
A method for topological entity matching in the integration of heterogeneous CAD systems
Integrated Computer-Aided Engineering
Integrated Computer-Aided Engineering
Multiresolution streamline placement based on control grids
Integrated Computer-Aided Engineering
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The visualization system of large-scale crowd simulations should scale up with both the number of visuals views of the virtual world and the number of agents displayed in each visual. Otherwise, we could have large scale crowd simulations where only a small percentage of the population is displayed. Several approaches have been proposed in order to efficiently render crowds of animated characters. However, these approaches either render crowds animated with simple behaviors or they can only support a few hundreds of user-driven entities. In this paper, we propose a distributed visualization system for large crowds of autonomous agents that allows the visualization of crowds animated with complex behaviors without adding significant overhead to the simulation servers. The proposed implementation can be hosted on dedicated computers different from the servers, and it takes advantage of the Graphics Processor Unit GPU capabilities. As a result, the performance evaluation shows that thousands of agents can be rendered without affecting the system performance. Also, the results show that the design of the visual client allows to add multiple visuals for displaying large crowds.