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dc.contributor.authorWockenfuss, Falcoen_US
dc.contributor.authorLürig, Christophen_US
dc.contributor.editorJan Bender and Kenny Erleben and Eric Galinen_US
dc.date.accessioned2013-10-31T10:42:47Z
dc.date.available2013-10-31T10:42:47Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-87-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys11/101-110en_US
dc.description.abstractThe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.6.8 [Simulation and Modeling]: Parallel Gamingen_US
dc.titleIntroducing Congestion Avoidance into CUDA Based Crowd Simulationen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)en_US


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