Simulating and Visualizing Real-Time Crowds on GPU Clusters

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1. Verfasser: Benjamín Hernández
Format: Artículo científico
Sprache:en
Veröffentlicht: Instituto Politécnico Nacional 2014
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author Benjamín Hernández
author_facet Benjamín Hernández
contents Simulating and Visualizing Real-Time Crowds on GPU Clusters Benjamín Hernández Hugo Pérez Isaac Rudomin Sergio Ruiz Oriam de Gyves Leonel Toledo Computación HPC GPU real time clusters We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environments. We also present a visualization architecture that renders the simulation results using detailed 3D virtual characters. This architecture is adaptable in order to support the Barcelona Supercomputing Center (BSC) infrastructure. The results show that our algorithms are scalable in different hardware platforms including embedded systems, desktop GPUs, and GPU clusters, in particular, the BSC’s Minotauro cluster. 2014 artículo científico 1405-5546 https://www.redalyc.org/articulo.oa?id=61532985002 en http://www.redalyc.org/revista.oa?id=615 Computación y Sistemas application/pdf Instituto Politécnico Nacional Computación y Sistemas (México) Num.4 Vol.18
format Artículo científico
id redalyc_61532985002
institution Redalyc
language en
publishDate 2014
publisher Instituto Politécnico Nacional
spellingShingle Simulating and Visualizing Real-Time Crowds on GPU Clusters
Benjamín Hernández
Computación
HPC
GPU
real
time
clusters
Simulating and Visualizing Real-Time Crowds on GPU Clusters Benjamín Hernández Hugo Pérez Isaac Rudomin Sergio Ruiz Oriam de Gyves Leonel Toledo Computación HPC GPU real time clusters We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environments. We also present a visualization architecture that renders the simulation results using detailed 3D virtual characters. This architecture is adaptable in order to support the Barcelona Supercomputing Center (BSC) infrastructure. The results show that our algorithms are scalable in different hardware platforms including embedded systems, desktop GPUs, and GPU clusters, in particular, the BSC’s Minotauro cluster. 2014 artículo científico 1405-5546 https://www.redalyc.org/articulo.oa?id=61532985002 en http://www.redalyc.org/revista.oa?id=615 Computación y Sistemas application/pdf Instituto Politécnico Nacional Computación y Sistemas (México) Num.4 Vol.18
title Simulating and Visualizing Real-Time Crowds on GPU Clusters
topic Computación
HPC
GPU
real
time
clusters
url https://www.redalyc.org/articulo.oa?id=61532985002