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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
Fast parallel algorithms for short-range molecular dynamics
Journal of Computational Physics
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Load Balancing in Individual-Based Spatial Applications
PACT '98 Proceedings of the 1998 International Conference on Parallel Architectures and Compilation Techniques
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
Particle-based simulation of granular materials
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Parallel simulation of group behaviors
WSC '04 Proceedings of the 36th conference on Winter simulation
Simulation of large crowds in emergency situations including gaseous phenomena
CGI '05 Proceedings of the Computer Graphics International 2005
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Polypostors: 2D polygonal impostors for 3D crowds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Data parallel execution challenges and runtime performance of agent simulations on GPUs
Proceedings of the 2008 Spring simulation multiconference
Real-time navigation of independent agents using adaptive roadmaps
ACM SIGGRAPH 2008 classes
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
Boids that see: Using self-occlusion for simulating large groups on GPUs
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
The virtual marathon: parallel computing supports crowd simulations
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
An efficient algorithm to find k-nearest neighbors in flocking behavior
Information Processing Letters
Parallelizing continuum crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Data structures for interactive high resolution level-set surface editing
Proceedings of Graphics Interface 2011
Towards agent-based crowd simulation in airports using games technology
KES-AMSTA'11 Proceedings of the 5th KES international conference on Agent and multi-agent systems: technologies and applications
Workload balancing in distributed crowd simulations: the partitioning method
The Journal of Supercomputing
Technical Section: Realistic modeling of spectator behavior for soccer videogames with CUDA
Computers and Graphics
Human behaviour modelling for simulating evacuation of buildings on fire
Transactions on Edutainment VII
Efficient and validated simulation of crowds for an evacuation assistant
Computer Animation and Virtual Worlds
Runtime optimisation approaches for a real-time evacuation assistant
PPAM'11 Proceedings of the 9th international conference on Parallel Processing and Applied Mathematics - Volume Part I
A parallel fipa architecture based on GPU for games and real time simulations
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Populating virtual environments with crowd patches and rule-based method
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Agent-based crowd simulation in airports using games technology
Transactions on Computational Collective Intelligence VIII
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
International Journal of High Performance Computing Applications
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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Crowds and other flock-like group motion are often modeled as interacting particle systems. These multi-agent simulations are computationally expensive because each agent must consider all of the others, if only to identify its neighbors. For large crowds, simple implementations are too slow since computation grows as the square of agent population. Faster approaches often rely on spatial hashing where a partitioning of space is used to accelerate crowd simulation. This same partitioning can form the basis of a scalable multi-processor approach to large, fast crowd simulations, as in [Quinn et al. 2003]. This paper describes an implementation of that approach for PLAYSTATION®3 which supports simulation and display of simple crowds of up to 15,000 individuals at 60 frames per second.