GPU Generation of Large Varied Animated Crowds

..We discuss several steps in the process of simulating and visualizing large and varied crowds in real time for consumer-level computers and graphic cards (GPUs). Animating varied crowds using a diversity of models and animations (assets) is complex and costly. One has to use models that are expens...

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Detalles Bibliográficos
Autores: Isaac Rudomin, Benjamín Hernández, Oriam de Gyves, Leonel Toledo, Ivan Rivalcoba, Sergio Ruiz
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2013
País:México
Institución:Instituto Tecnológico y de Estudios Superiores de Monterrey
Repositorio:Redalyc-ITESM
OAI Identifier:oai:redalyc.org:61528316008
Acceso en línea:https://www.redalyc.org/articulo.oa?id=61528316008
Access Level:acceso abierto
Palabra clave:Computación
real
Simulation
time crowds
rendering and animation
Descripción
Sumario:..We discuss several steps in the process of simulating and visualizing large and varied crowds in real time for consumer-level computers and graphic cards (GPUs). Animating varied crowds using a diversity of models and animations (assets) is complex and costly. One has to use models that are expensive if bought, take a long time to model, and consume too much memory and computing resources. We discuss methods for simulating, generating, animating and rendering crowds of varied aspect and a diversity of behaviors. Efficient simulations run in low cost systems because we use the power of modern programmable GPUs. One can apply similar technology using GPU clusters and HPC for large scale problems. Such systems scale up almost linearly by using multiple nodes. One must combine parallel simulation and parallel rendering in the cluster with interaction and final rendering in lighter clients. However, in view of the latest developments such as the new family of mobile multicore chipsets and GPU-based cloud gaming platforms, the pieces are almost there for this kind of architecture to work.