使用截断Voronoi图的人群模拟邻近查询

Oriam de Gyves, Leonel Toledo, Isaac Rudomín
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引用次数: 5

摘要

人群模拟已被用于娱乐行业,以创造比孤立场景更逼真的人口稠密环境,特别是在城市地区。电子游戏也不例外,但是大规模人群的模拟通常受到cpu剩余计算时间的限制,而cpu通常用于游戏循环的大部分。本文提出了一种使用消费级图形硬件的并行技术,用于适合实时人群模拟的邻近查询。我们使用截断的Voronoi图和采样技术,使用射线推进,在环境纹理中找到代理的邻居。实验结果表明,该方法的性能明显优于同类方法,可以在交互帧率下实现数千个智能体的仿真。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Proximity Queries for Crowd Simulation Using Truncated Voronoi Diagrams
Crowd simulation has been used in the entertainment industry to create populated environments that seem more realistic than isolated scenes, specially in urban areas. Video games are no exception, but the simulation of large crowds is often restrained by the remaining compute time available in CPUs, which is often used for most part of the game loop. This paper presents a parallel technique, using consumer grade graphics hardware, for proximity queries that is suitable for real-time crowd simulations. We use a truncated Voronoi diagram and a sampling technique, using ray marching, to find agents' neighbors in an environment texture. The experimental results suggest that our technique has significantly better performance than similar methods and can achieve simulations with thousands of agents in interactive frame rate.
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