Introducing Congestion Avoidance into CUDA Based Crowd Simulation

Falco Wockenfuss, C. Lürig
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Abstract

The simulation of larger crowds of peoples at interactive frames rates get more and more important in games and interactive simulations. Crowds contribute significantly to an immersive urban environment. The nature of the problem where one has to simulate a lot of individuals makes it very accessible for parallelization strategies. As graphics hardware today is a very accessible and powerful parallel computation hardware, the problem lends itself to be adapted to graphics hardware. It is implemented in CUDA in our case. CUDA and other parallel implementations of social force models usually have several numerical and parallelization issues that are finally based on too inhomogeneous population distributions. These are often also undesirable from a game developers point of view. In this paper we introduce the concept of congestion avoidance into the crowd simulator that solves those technical issues and makes the whole simulation also look more natural for gaming applications.
在基于CUDA的人群仿真中引入拥塞避免
在游戏和交互仿真中,以交互帧率对大量人群进行模拟变得越来越重要。人群为沉浸式城市环境做出了重要贡献。这个问题必须模拟很多个体,这使得并行化策略非常容易实现。由于今天的图形硬件是一种非常易于访问且功能强大的并行计算硬件,因此该问题适合于图形硬件。在我们的例子中,它是在CUDA中实现的。CUDA和其他社会力模型的并行实现通常有几个基于非均匀人口分布的数值和并行化问题。从游戏开发者的角度来看,这也是不可取的。在本文中,我们将拥塞避免的概念引入到人群模拟器中,解决了这些技术问题,使整个模拟在游戏应用中看起来更加自然。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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