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 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.

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Main Authors: Rudomin,Isaac, Hernández,Benjamín, deGyves,Oriam, Toledo,Leonel, Rivalcoba,Ivan, Ruiz,Sergio
Format: Digital revista
Language:English
Published: Instituto Politécnico Nacional, Centro de Investigación en Computación 2013
Online Access:http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-55462013000300008
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spelling oai:scielo:S1405-554620130003000082014-02-05GPU Generation of Large Varied Animated CrowdsRudomin,IsaacHernández,BenjamíndeGyves,OriamToledo,LeonelRivalcoba,IvanRuiz,Sergio Simulation real-time crowds rendering and animation 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.info:eu-repo/semantics/openAccessInstituto Politécnico Nacional, Centro de Investigación en ComputaciónComputación y Sistemas v.17 n.3 20132013-09-01info:eu-repo/semantics/articletext/htmlhttp://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-55462013000300008en
institution SCIELO
collection OJS
country México
countrycode MX
component Revista
access En linea
databasecode rev-scielo-mx
tag revista
region America del Norte
libraryname SciELO
language English
format Digital
author Rudomin,Isaac
Hernández,Benjamín
deGyves,Oriam
Toledo,Leonel
Rivalcoba,Ivan
Ruiz,Sergio
spellingShingle Rudomin,Isaac
Hernández,Benjamín
deGyves,Oriam
Toledo,Leonel
Rivalcoba,Ivan
Ruiz,Sergio
GPU Generation of Large Varied Animated Crowds
author_facet Rudomin,Isaac
Hernández,Benjamín
deGyves,Oriam
Toledo,Leonel
Rivalcoba,Ivan
Ruiz,Sergio
author_sort Rudomin,Isaac
title GPU Generation of Large Varied Animated Crowds
title_short GPU Generation of Large Varied Animated Crowds
title_full GPU Generation of Large Varied Animated Crowds
title_fullStr GPU Generation of Large Varied Animated Crowds
title_full_unstemmed GPU Generation of Large Varied Animated Crowds
title_sort gpu generation of large varied animated crowds
description 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.
publisher Instituto Politécnico Nacional, Centro de Investigación en Computación
publishDate 2013
url http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1405-55462013000300008
work_keys_str_mv AT rudominisaac gpugenerationoflargevariedanimatedcrowds
AT hernandezbenjamin gpugenerationoflargevariedanimatedcrowds
AT degyvesoriam gpugenerationoflargevariedanimatedcrowds
AT toledoleonel gpugenerationoflargevariedanimatedcrowds
AT rivalcobaivan gpugenerationoflargevariedanimatedcrowds
AT ruizsergio gpugenerationoflargevariedanimatedcrowds
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