M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches to virtual crowd simulation. Crowds are ubiquitous and are becoming an increasingly common phenomena in modern society, particularly in urban settings. As such, crowd simulation systems are becoming increasingly popular in training simulations, pedestrian modelling, emergency simulations, and multimedia. One of the primary challenges in crowd simulation is the ability to model realistic, large-scale crowd behaviours in real time. This is a challenging problem, as the size, visual fidelity, and complex behaviour models of the crowd all have an impact on the available computational resources. In the last few years, the graphics processing unit (...
Part 9: Tools and Methods IIInternational audienceThe dynamic nature and common use of agents and ag...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
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...
There are many scientific applications ranging from weather prediction to oil and gas exploration th...
We compare GPGPU implementations of two popular models of crowd dynamics. Specifically, we consider ...
Our objective is to simulate entire cities with the most realistic possible scenario. This kind of s...
Abstract. We present a hybrid model for large-scale crowd simulation by augmenting continuum dynamic...
Agent-based simulation of pedestrian crowds in public spaces can give insights into the potential co...
Crowd simulation requires both rendering visually plausible images and managing the behavior of auto...
International audienceMulti-agent-based simulations (MABS) relies on modelling the behavior of indiv...
International audienceThis paper presents a methodology to simulate and visualize crowds. Our goal i...
Part 9: Tools and Methods IIInternational audienceThe dynamic nature and common use of agents and ag...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...
M.Sc. (Information Technology)The purpose of the research is to investigate agent-based approaches t...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
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...
There are many scientific applications ranging from weather prediction to oil and gas exploration th...
We compare GPGPU implementations of two popular models of crowd dynamics. Specifically, we consider ...
Our objective is to simulate entire cities with the most realistic possible scenario. This kind of s...
Abstract. We present a hybrid model for large-scale crowd simulation by augmenting continuum dynamic...
Agent-based simulation of pedestrian crowds in public spaces can give insights into the potential co...
Crowd simulation requires both rendering visually plausible images and managing the behavior of auto...
International audienceMulti-agent-based simulations (MABS) relies on modelling the behavior of indiv...
International audienceThis paper presents a methodology to simulate and visualize crowds. Our goal i...
Part 9: Tools and Methods IIInternational audienceThe dynamic nature and common use of agents and ag...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
This research is focused on flocking behaviour algorithm to simulate the crowd on parallel GPU using...