We compare GPGPU implementations of two popular models of crowd dynamics. Specifically, we consider a continuous social force model, based on differential equations (molecular dynamics) and a discrete social distances model based on non-homogeneous cellular automata. For comparative purposes both models have been implemented in two versions: on the one hand using GPGPU technology, on the other hand using CPU only. We compare some significant characteristics of each model, for example: performance, memory consumption and issues of visualization. We also propose and test some possibilities for tuning the proposed algorithms for efficient GPU computations
Real-time large-scale crowd simulations with realistic behavior, are important for many application ...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
International audienceThis paper presents a methodology to simulate and visualize crowds. Our goal i...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
The goal of the paper is to assess the ways for computational performance and efficiency improvement...
A long-standing rule for evaluating the realism and robustness of the crowd simulation is whether th...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
In this work we describe a GPU implementation for an individual-based model for fish schooling. In t...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
Crowd simulations are used to imitate the behaviour of a large group of people. Such simulations are...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
Ovaj se rad bavi problematikom simulacije kretanja gomila. Opisuje se nekolicina algoritama intelige...
Our objective is to simulate entire cities with the most realistic possible scenario. This kind of s...
Real-time large-scale crowd simulations with realistic behavior, are important for many application ...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
International audienceThis paper presents a methodology to simulate and visualize crowds. Our goal i...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
The goal of the paper is to assess the ways for computational performance and efficiency improvement...
A long-standing rule for evaluating the realism and robustness of the crowd simulation is whether th...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
In this work we describe a GPU implementation for an individual-based model for fish schooling. In t...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
Crowd simulations are used to imitate the behaviour of a large group of people. Such simulations are...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
Ovaj se rad bavi problematikom simulacije kretanja gomila. Opisuje se nekolicina algoritama intelige...
Our objective is to simulate entire cities with the most realistic possible scenario. This kind of s...
Real-time large-scale crowd simulations with realistic behavior, are important for many application ...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
International audienceThis paper presents a methodology to simulate and visualize crowds. Our goal i...