ABSTRACT
Crowds and other flock-like group motion are often modeled as interacting particle systems. These multi-agent simulations are computationally expensive because each agent must consider all of the others, if only to identify its neighbors. For large crowds, simple implementations are too slow since computation grows as the square of agent population. Faster approaches often rely on spatial hashing where a partitioning of space is used to accelerate crowd simulation. This same partitioning can form the basis of a scalable multi-processor approach to large, fast crowd simulations, as in [Quinn et al. 2003]. This paper describes an implementation of that approach for PLAYSTATION®3 which supports simulation and display of simple crowds of up to 15,000 individuals at 60 frames per second.
- Arnaud, R. 2006. PSGL (PlayStation Graphics Library). GDC 2006 presentation, http://www.khronos.org/developers/content/GDC_2006/GLESTutorial07-PlayStation_GL.pdfGoogle Scholar
- Bajec, I. L., Zimic, N. and Mraz, M. 2005. Simulating flocks on the wing: the fuzzy approach. Journal of Theoretical Biology 233(2), 199--220. DOI= http://dx.doi.Org/10.1016/j.jtbi.2004.10.003 http://lrss.fri.uni-lj.si/people/ilbajec/papers/ilb_jtb05.pdfGoogle ScholarCross Ref
- Bell, N., Yu, Y., and Mucha, P. J. 2005. Particle-based simulation of granular materials. In Proceedings of the 2005 ACM Siggraph/Eurographics Symposium on Computer Animation (Los Angeles, California, July 29 - 31, 2005). SCA '05. ACM Press, New York, NY, 77--86. DOI= http://doi.acm.org/10.1145/1073368.1073379 Google ScholarDigital Library
- Bouvier, E., Cohen, E., and Najman, L. 1997. From Crowd Simulation to Airbag Deployment: Particle Systems, a New Paradigm of Simulation. Journal of Electronic Imaging 6(1), 94.107 http://www.esiee.fr/~najmanl/papers/particlesystem.pdfGoogle ScholarCross Ref
- Courty, N. and Musse, S. R. 2005. Simulation of large crowds in emergency situations including gaseous phenomena. In Proceedings of IEEE Computer Graphics International 2005, 206--212. DOI= 10.1109/CGI.2005.1500417 (see http://home.tele2.fr/ncourty/fastCrowd.htm) Google ScholarDigital Library
- Erra, U., De Chiara, R., Scarano, V., Tatafiore, M. 2004. Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance. Proceedings of Vision, Modeling and Visualization 2004 (VMV). http://wonderland.dia.unisa.it/projects/gebs/Google Scholar
- Evans, M. W. and Harlow, F. H. 1957. The particle-in-cell method for hydrodynamic calculations. Los Alamos Scientific Laboratory report LA-2139Google Scholar
- Frank, T., Bernert, K. and Pachler, K. 2001. Dynamic Load Balancing for Lagrangian Particle Tracking Algorithms on MIMD Cluster Computers. In PARCO'2001 - International Conference on Parallel Computing 2001. Naples, Italy, September 4-7, 2001, pp. 1--9. http://www.imech.tu-chemnitz.de/mpf/publication/frank/parco_2001.ps.ZGoogle Scholar
- Gingold, R. A., Monaghan, J. J. 1977. Smoothed particle hydrodynamics - Theory and application to non-spherical stars. Royal Astronomical Society, Monthly Notices. Vol 181, 375--389. http://adsabs.harvard.edu/abs/1977MNRAS.181.375GGoogle ScholarCross Ref
- Harlow, F. H. and Meixner, B. D. 1961. The particle-and-force computing method for fluid dynamics. Los Alamos Scientific Laboratory report LA-2567-MS.Google Scholar
- Harlow, F. H., and Sandoval, D. L. 1986. Human Collective Dynamics: The Mathematical Modeling of Mobs. In Mathematical Modeling of Biological Ensembles, Los Alamos National Laboratory report LA-10765-MS.Google Scholar
- Lorek, H. and White, M. 1993. Parallel Bird Flocking Simulation. http://citeseer.ist.psu.edu/lorek93parallel.htmlGoogle Scholar
- Lorek, H. and Sonnenschein, M. 1995. Using parallel computers to simulate individual-oriented models in ecology: A case study. In Proceedings of the 1995 European Simulation Multi-conference (ESM), 526--531, June 1995. http://citeseer.ist.psu.edu/lorek95using.htmlGoogle Scholar
- IBM, Sony and Toshiba. 2005. Cell Broadband Engine Architecture. Version 1.0, August 8, 2005. http://www-306.ibm.com/chips/techlib/techlib.nsf/techdocs/1AEEE1270EA2776387257060006E61BA/$file/CBEA_01_pub.pdfGoogle Scholar
- Miles, D. 2006. Crowds In A Polygon Soup: Next-Gen Path Planning. GDC 2006 presentation, http://www.babelflux.com/gdc2006_miles_david_pathplanning.pptGoogle Scholar
- Merchant, F., Bic, L. and Dillencourt, M. B. 1998. Load Balancing in Individual-Based Spatial Applications. In proceedings of the International Conference on Parallel Architectures and Compilation Techniques (IEEE PACT 1998). 350--357. http://citeseer.ist.psu.edu/merchant98load.html Google ScholarDigital Library
- nVIDIA Corporation. 2006. Cg Toolkit User's Manual. Release 1.4.1 http://developer.nvidia.com/object/cg_toolkit.htmlGoogle Scholar
- O'Neill, J. C. 2004. Efficient Navigation Mesh Implementation. Journal of Game Development 1(1) 71--90.Google Scholar
- Pham, D., et al. (20 authors). 2005. The Design and Implementation of a First-Generation CELL Processor. In Solid-State Circuits Conference, 2005. ISSCC 2005 IEEE International. http://www-306.ibm.com/chips/techlib/techlib.nsf/techdocs/7FB9EC5D5BBF51ED87256FC000742186/$file/ISSCC-10.2-Cell_Design.PDFGoogle ScholarCross Ref
- Pelechano, N., O'Brien, K., Silverman, B., Badler, N. 2005. Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication. Workshop on Crowd Simulation (V-CROWDS 2005), 24-25. http://www.seas.upenn.edu/~npelecha/Pelechano_V_CROWDS05.pdfGoogle Scholar
- Plimpton, S. 1995. Fast Parallel Algorithms for Short Range Molecular Dynamics. Journal of Computational Physics, 117, 1, pages 1--19. http://citeseer.ist.psu.edu/plimpton95fast.html Google ScholarDigital Library
- Quinn, M. J., Metoyer, R. A., and Hunter-Zaworski, K., 2003 Parallel Implementation of the Social Forces Model. In Proceedings of the Second International Conference in Pedestrian and Evacuation Dynamics (August 2003), pp. 63--74. http://eecs.oregonstate.edu/gait/pubs/QuinnFinal.pdfGoogle Scholar
- Reeves, W. T. 1983. Particle Systems---a Technique for Modeling a Class of Fuzzy Objects. ACM Trans. Graph. 2, 2 (Apr. 1983) 91--108. DOI= http://doi.acm.org/10.1145/357318.357320 Google ScholarDigital Library
- Reynolds, C. W. 1987. Flocks, herds and schools: A distributed behavioral model. In Proceedings of the 14th Annual Conference on Computer Graphics and interactive Techniques M. C. Stone, Ed. SIGGRAPH '87. ACM Press, New York, NY, 25--34. DOI= http://doi.acm.org/10.1145/37401.37406 Google ScholarDigital Library
- Reynolds, C. W. 2000. Interaction with Groups of Autonomous Characters, in proceedings of the Game Developers Conference 2000, CMP Game Media Group, San Francisco, California, 449--460. http://www.red3d.com/cwr/papers/2000/pip.htmlGoogle Scholar
- Sandoval, D. L., Harlow, F. H, and Genin, K. E. 1988. Human Collective Dynamics: Two Groups in Adversarial Encounter. Los Alamos National Laboratory report LA-11247-MS.Google Scholar
- Shao, W. and Terzopoulos, D. 2005. Autonomous pedestrians. In Proceedings of the 2005 ACM Siggraph/Eurographics Symposium on Computer Animation (Los Angeles, California, July 29-31, 2005). SCA '05. ACM Press, New York, NY, 19--28. DOI= http://doi.acm.org/10.1145/1073368.1073371 Google ScholarDigital Library
- Sims, K. 1990. Particle animation and rendering using data parallel computation. In Proceedings of the 17th Annual Conference on Computer Graphics and interactive Techniques (Dallas, TX, USA). SIGGRAPH '90. ACM Press, New York, NY, 405--413. DOI= http://doi.acm.org/10.1145/97879.97923 Google ScholarDigital Library
- Steed, A. and Abou-Haidar, R. 2003. Partitioning crowded virtual environments. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology (Osaka, Japan, October 01 - 03, 2003). VRST '03. ACM Press, New York, NY, 7--14. DOI= http://doi.acm.org/10.1145/1008653.1008658 Google ScholarDigital Library
- Tecchia, F., Loscos, C., Conroy, R., and Chrysanthou, Y. 2001. Agent behaviour simulator (ABS): A platform for urban behaviour development. In Games Technology 2001 (GTEC 2001) Hong Kong, China, http://www.cs.ucl.ac.uk/staff/Y.Chrysanthou/crowds/papers/TecchiaGTEC2001.pdf see also: http://www.cs.ucl.ac.Uk/staff/Y.Chrysanthou/crowds/sketch/Google Scholar
- Teschner, M., Heidelberger, B., Mueller, M., Pomeranets, D. Gross, M. 2003. Optimized spatial hashing for collision detection of deformable objects. Proceedings of Vision, Modeling and Visualization (VMV 2003), pages 47--54. http://citeseer.ist.psu.edu/teschner03optimized.htmlGoogle Scholar
- Treuille, A., Cooper, S. and Popović, Z. To appear 2006. Continuum Crowds (in preparation for proceedings of SIGGRAPH 2006.) ACM Trans. Graph. 25(3) http://grail.cs.washington.edu/projects/crowd-flows/ Google ScholarDigital Library
- Zhou, B. and Zhou, S. 2004. Parallel Simulation of Group Behaviors. In Proceedings of the 2004 Winter Simulation Conference. Volume 1, pages 364--370 http://www.informs-cs.org/wsc04papers/043.pdf Google ScholarDigital Library
Index Terms
- Big fast crowds on PS3
Recommendations
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. ...
V-like formations in flocks of artificial birds
We consider flocks of artificial birds and study the emergence of V-like formations during flight. We introduce a small set of fully distributed positioning rules to guide the birds' movements and demonstrate, by means of simulations, that they tend to ...
Social flocks: a crowd simulation framework for social network generation, community detection, and collective behavior modeling
KDD '11: Proceedings of the 17th ACM SIGKDD international conference on Knowledge discovery and data miningThis work combines the central ideas from two different areas, crowd simulation and social network analysis, to tackle some existing problems in both areas from a new angle. We present a novel spatio-temporal social crowd simulation framework, Social ...
Comments