Massive crowd simulation with parallel processing

Yılmaz, Erdal
This thesis analyzes how parallel processing with Graphics Processing Unit (GPU) could be used for massive crowd simulation, not only in terms of rendering but also the computational power that is required for realistic simulation. The extreme population in massive crowd simulation introduces an extra computational load, which is quite difficult to meet by using Central Processing Unit (CPU) resources only. The thesis shows the specific methods and approaches that maximize the throughput of GPU parallel computing, while using GPU as the main processor for massive crowd simulation. The methodology introduced in this thesis makes it possible to simulate and visualize hundreds of thousands of virtual characters in real-time. In order to achieve two orders of magnitude speedups by using GPU parallel processing, various stream compaction and effective memory access approaches were employed. To simulate crowd behavior, fuzzy logic functionality on the GPU has been implemented from scratch. This implementation is capable of computing more than half billion fuzzy inferences per second.


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Gün, Ufuk; İşler, Veysi; Department of Computer Engineering (2009)
Rendering large terrains on large screens at interactive frame rates is a challenging area of computer graphics. In the last decade, real-time terrain rendering on large screens played a significant role in various simulations and virtual reality systems. To fulfill the demand of these systems, two software tools are developed. The first tool is a Terrain Editor that creates and manipulates large terrains. The second is a Multi-Display Viewer that displays the created terrains on multiple screens. Since the...
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In real-time computer graphics, efficient discretization of scenes is required in order to accelerate graphics related algorithms such as realistic rendering with indirect illumination and visibility checking. Sparse voxel octree (SVO) is a popular data structure for such a discretization task. Populating an SVO with data is challenging when dynamic object count is high, especially when data per spatial location is large. Problem of populating such trees is adressed with our Voxel Transformation method, whe...
Effect of some software design patterns on real time software performance
Ayata, Mesut; Bilgen, Semih; Department of Information Systems (2010)
In this thesis, effects of some software design patterns on real time software performance will be investigated. In real time systems, performance requirements are critical. Real time system developers usually use functional languages to meet the requirements. Using an object oriented language may be expected to reduce performance. However, if suitable software design patterns are applied carefully, the reduction in performance can be avoided. In this thesis, appropriate real time software performance metri...
Citation Formats
E. Yılmaz, “Massive crowd simulation with parallel processing,” Ph.D. - Doctoral Program, Middle East Technical University, 2010.