DocumentCode
1786102
Title
An Architecture for Real Time Crowd Simulation Using Multiple GPUs
Author
Joselli, Mark ; Ricardo Da Silva, Jose ; Clua, Esteban
fYear
2014
fDate
12-14 Nov. 2014
Firstpage
1
Lastpage
10
Abstract
Computing and presenting crowd simulation in real-time requires an intensive processing effort, since it is necessary processing the behavior and render of each entity. The advent of GPU computing has enabled the development of many strategies for accelerating these simulations. In this paper we propose an architecture for multiples GPUs for crowd simulation, that allows a massive number of entities to be processed and rendered in real time. Also, we implement a representative case-study based on the behavior of a crowd during the street carnival from Rio de Janeiro from which we run benchmarks and compare the benefits achieved using more the presented architecture.
Keywords
computer games; graphics processing units; parallel processing; real-time systems; rendering (computer graphics); Rio de Janeiro; entity rendering; multiple GPU computing; real time crowd simulation; street carnival; Collision avoidance; Computational modeling; Computer architecture; Games; Graphics processing units; Microprocessors; Real-time systems; CUDA; Crowd Simulation; Flocking Boids; GPU Computing; Multi GPU;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games and Digital Entertainment (SBGAMES), 2014 Brazilian Symposium on
Conference_Location
Porto Alegre
Type
conf
DOI
10.1109/SBGAMES.2014.13
Filename
7000027
Link To Document