Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Data parallel execution challenges and runtime performance of agent simulations on GPUs
Proceedings of the 2008 Spring simulation multiconference
GPU-based Real-Time Execution of Vehicular Mobility Models in Large-Scale Road Network Scenarios
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
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
Data-driven animation of crowds
MIRAGE'07 Proceedings of the 3rd international conference on Computer vision/computer graphics collaboration techniques
Understanding transit scenes: a survey on human behavior-recognition algorithms
IEEE Transactions on Intelligent Transportation Systems
Parallelizing continuum crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
BehaveRT: a GPU-based library for autonomous characters
MIG'10 Proceedings of the Third international conference on Motion in games
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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Crowd animation and simulation have been widely studied over the last decade for many purposes: populating collaborative virtual environments, entertainment and special effects industry and finally simulating behaviors and motion of people in emergency situations for safety systems. This last topic is addressed in this paper. We propose an original enhancement of a well known physics-based animation model which allows to consider influence of gaseous phenomena such as smoke or toxic gases in the behavior of the crowd. In order to get real time performances we also propose an implementation of this framework on modern graphics hardware, which allows to simulate crowds of thousands individuals at interactive framerate.