We describe an architecture for massive simulation of a distributed behavioral model using graphics hardware. By leveraging on the recent programmable capabilities of GPUs we implemented the model capable of managing a large aggregate motion of birds in a virtual environment that can avoid both static and dynamic obstacles. We demonstrate the effectiveness of our GPU implementation by comparing the results to a CPU implementation and, emphasize the modularity of the proposed architecture that favors reusability in several context
In this paper we study the problem of finding flock patterns in a set of trajectories of moving enti...
International audienceMulti-Agent Systems (MAS) can be used to model systems where the global behavi...
Ecological modelling can allow us to test hypotheses and answer questions in cases where empirical e...
We describe an architecture for massive simulation of a distributed behavioral model using graphics ...
In this work, we present a massive simulation of a behavioral model using graphics hardware. In part...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
In this work we describe a GPU implementation for an individual-based model for fish schooling. In t...
In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulat...
Behavioral models are used in games and computer graphics for realistic simulation of massive crowds...
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful...
Game of Life is a simple version of Cellular Automata which evolves from the ini- tial state ...
Agent Based Modelling (ABM) is an approach for modelling dynamic systems and studying complex and em...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
The distributed simulation for high performance models has been carried-out into a very useful and l...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
In this paper we study the problem of finding flock patterns in a set of trajectories of moving enti...
International audienceMulti-Agent Systems (MAS) can be used to model systems where the global behavi...
Ecological modelling can allow us to test hypotheses and answer questions in cases where empirical e...
We describe an architecture for massive simulation of a distributed behavioral model using graphics ...
In this work, we present a massive simulation of a behavioral model using graphics hardware. In part...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
In this work we describe a GPU implementation for an individual-based model for fish schooling. In t...
In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulat...
Behavioral models are used in games and computer graphics for realistic simulation of massive crowds...
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful...
Game of Life is a simple version of Cellular Automata which evolves from the ini- tial state ...
Agent Based Modelling (ABM) is an approach for modelling dynamic systems and studying complex and em...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
The distributed simulation for high performance models has been carried-out into a very useful and l...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
In this paper we study the problem of finding flock patterns in a set of trajectories of moving enti...
International audienceMulti-Agent Systems (MAS) can be used to model systems where the global behavi...
Ecological modelling can allow us to test hypotheses and answer questions in cases where empirical e...