In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulation, and visualization of large communities of individuals. We implemented a modular flexible and extensible architecture based on a plug-in infrastructure that enables the creation of a behavior engine system core. We used Compute Unified Device Architecture to perform parallel programming and specific memory optimization techniques to exploit the computational power of commodity graphics hardware, enabling developers to focus on the design and implementation of behavioral models. This paper illustrates the architecture of BehaveRT, the core plug-ins, and some case studies. In particular, we show two high level behavioral models, picture and...
Abstract—In this work we describe a GPU implementation for an individual-based model for fish school...
Living beings are characterized by their relationship with their environment. They can perceive, act...
Behavioral models offer the ability to simulate autonomous agents like organisms and living beings. ...
In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulat...
We describe an architecture for massive simulation of a distributed behavioral model using graphics ...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
In this work, we present a massive simulation of a behavioral model using graphics hardware. In part...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
International audienceBehavioural models offer the ability to simulate autonomous agents like organi...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
In this work, we present an interactive visual clustering approach for the exploration and analysis ...
Figure 1: Virtual characters controlled by the BVP Planner in a virtual environment. Many games are ...
Crowd Simulation and Visualization are an important aspect of many appli-cations such as Movies, Gam...
Abstract—In this work we describe a GPU implementation for an individual-based model for fish school...
Living beings are characterized by their relationship with their environment. They can perceive, act...
Behavioral models offer the ability to simulate autonomous agents like organisms and living beings. ...
In this work, we present a GPU-based library, called BehaveRT, for the definition, real-time simulat...
We describe an architecture for massive simulation of a distributed behavioral model using graphics ...
Abstract. We present a set of algorithms for simulat-ing and visualizing real-time crowds in GPU (Gr...
In this work, we present a massive simulation of a behavioral model using graphics hardware. In part...
Abstract. We discuss several steps in the process of simulating and visualizing large and varied cro...
International audienceBehavioural models offer the ability to simulate autonomous agents like organi...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
Abstract The huge number of cores existing in current Graphics Processor Units (GPUs) provides these...
In this work, we present an interactive visual clustering approach for the exploration and analysis ...
Figure 1: Virtual characters controlled by the BVP Planner in a virtual environment. Many games are ...
Crowd Simulation and Visualization are an important aspect of many appli-cations such as Movies, Gam...
Abstract—In this work we describe a GPU implementation for an individual-based model for fish school...
Living beings are characterized by their relationship with their environment. They can perceive, act...
Behavioral models offer the ability to simulate autonomous agents like organisms and living beings. ...