Real-time large-scale crowd simulations with realistic behavior, are important for many application areas. On CPUs, the ORCA pedestrian steering model is often used for agent-based pedestrian simulations. This paper introduces a technique for running the ORCA pedestrian steering model on the GPU. Performance improvements of up to 30 times greater than a multi-core CPU model are demonstrated. This improvement is achieved through a specialized linear program solver on the GPU and spatial partitioning of information sharing. This allows over 100,000 people to be simulated in real time (60 frames per second)
Acceleration algorithms involving spatial partitioning methods are extensively used in crowd simulat...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
A long-standing rule for evaluating the realism and robustness of the crowd simulation is whether th...
Central to simulating pedestrian crowds is their motion and behaviour. It is required to understand ...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
Simulation of human crowds can create plausible human trajectories, predict likely flows of pedestri...
We demonstrate how the use of a multicomputer can greatly accelerate the speed of a pedestrian movem...
Crowd simulations are attracting increasing attention from both academia and the industry field and ...
The goal of the paper is to assess the ways for computational performance and efficiency improvement...
Agent-based simulation of pedestrian crowds in public spaces can give insights into the potential co...
A first-principles model for the simulation of pedestrian flows and crowd dynamics capable of comput...
The spread of infectious diseases arises from complex interactions between disease dynamics and huma...
We compare GPGPU implementations of two popular models of crowd dynamics. Specifically, we consider ...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
Abstract. The new wave of computer-driven entertainment technology throws audiences and game players...
Acceleration algorithms involving spatial partitioning methods are extensively used in crowd simulat...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
A long-standing rule for evaluating the realism and robustness of the crowd simulation is whether th...
Central to simulating pedestrian crowds is their motion and behaviour. It is required to understand ...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
Simulation of human crowds can create plausible human trajectories, predict likely flows of pedestri...
We demonstrate how the use of a multicomputer can greatly accelerate the speed of a pedestrian movem...
Crowd simulations are attracting increasing attention from both academia and the industry field and ...
The goal of the paper is to assess the ways for computational performance and efficiency improvement...
Agent-based simulation of pedestrian crowds in public spaces can give insights into the potential co...
A first-principles model for the simulation of pedestrian flows and crowd dynamics capable of comput...
The spread of infectious diseases arises from complex interactions between disease dynamics and huma...
We compare GPGPU implementations of two popular models of crowd dynamics. Specifically, we consider ...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
Abstract. The new wave of computer-driven entertainment technology throws audiences and game players...
Acceleration algorithms involving spatial partitioning methods are extensively used in crowd simulat...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
A long-standing rule for evaluating the realism and robustness of the crowd simulation is whether th...