Simulating and Visualizing Real-Time Crowds on GPU Clusters

We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm...

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Detalles Bibliográficos
Autores: Benjamín Hernández, Hugo Pérez, Isaac Rudomin, Sergio Ruiz, Oriam de Gyves, Leonel Toledo
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2014
País:México
Institución:Instituto Tecnológico y de Estudios Superiores de Monterrey
Repositorio:Redalyc-ITESM
OAI Identifier:oai:redalyc.org:61532985002
Acceso en línea:https://www.redalyc.org/articulo.oa?id=61532985002
Access Level:acceso abierto
Palabra clave:Computación
HPC
GPU
real
time
clusters
Descripción
Sumario:We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environments. We also present a visualization architecture that renders the simulation results using detailed 3D virtual characters. This architecture is adaptable in order to support the Barcelona Supercomputing Center (BSC) infrastructure. The results show that our algorithms are scalable in different hardware platforms including embedded systems, desktop GPUs, and GPU clusters, in particular, the BSC’s Minotauro cluster.