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Boids that see: Using self-occlusion for simulating large groups on GPUs

Published: 01 January 2010 Publication History

Abstract

Behavioral models have been used in the entertainment industry to increase the realism in the simulation of large groups of individuals. Unfortunately, the classical models can be very compute-intensive when very large groups are considered, reducing its applicability in games and other interactive systems. In this article we explore both search space reduction and parallelism to improve the performance of Reynold's Boids model. We propose a methodology that considers self-occlusion (visibility culling) to reduce the number of neighbors and we take advantage the parallelism present in common graphics processor units (GPUs) to allow the simulation of very large groups. We performed different GPU implementations (GPGPU and CUDA); the results show that visibility culling allows significant gains in performance without affecting the model's overall behavior.

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Information

Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 7, Issue 4
SPECIAL ISSUE: Games
December 2009
245 pages
EISSN:1544-3574
DOI:10.1145/1658866
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 January 2010
Accepted: 01 July 2009
Received: 01 February 2009
Published in CIE Volume 7, Issue 4

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Author Tags

  1. Boids simulation
  2. GPGPU
  3. emergent behavior

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Cited By

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  • (2024)Flock2: A model for orientation-based social flockingJournal of Theoretical Biology10.1016/j.jtbi.2024.111880593(111880)Online publication date: Oct-2024
  • (2024)Agent-based crowd simulation: an in-depth survey of determining factors for heterogeneous behaviorThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-024-03503-240:7(4993-5004)Online publication date: 1-Jul-2024
  • (2024)Generating natural pedestrian crowds by learning real crowd trajectories through a transformer-based GANThe Visual Computer10.1007/s00371-024-03385-4Online publication date: 29-Apr-2024
  • (2023)A review on collective behavior modeling and simulation: building a link between cognitive psychology and physical actionApplied Intelligence10.1007/s10489-023-04924-753:21(25954-25983)Online publication date: 15-Aug-2023
  • (2023)Flocking with Only Two ParametersProceedings of the 2022 Conference of The Computational Social Science Society of the Americas10.1007/978-3-031-37553-8_10(129-143)Online publication date: 11-Oct-2023
  • (2022)Example-based large-scale marine scene authoring using Wang CubesVisual Informatics10.1016/j.visinf.2022.05.0046:3(23-34)Online publication date: Sep-2022
  • (2019)Analysis of Robotic Fish Using Swarming Rules with Limited Sensory Input2019 14th Annual Conference System of Systems Engineering (SoSE)10.1109/SYSOSE.2019.8753879(69-74)Online publication date: May-2019
  • (2016)Particle Swarm as a Model for Community Formation in Social Networks2016 Third European Network Intelligence Conference (ENIC)10.1109/ENIC.2016.014(40-47)Online publication date: Sep-2016
  • (2016)Simulating collective intelligence of bio-inspired competing agentsExpert Systems with Applications: An International Journal10.1016/j.eswa.2016.03.01656:C(256-267)Online publication date: 1-Sep-2016
  • (2014)New generation crowd simulation algorithmsACM SIGGRAPH 2014 Courses10.1145/2614028.2615446(1-72)Online publication date: 27-Jul-2014
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