2013
DOI: 10.1016/j.cag.2013.05.006
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A GPU-assisted hybrid model for real-time crowd simulations

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Cited by 10 publications
(8 citation statements)
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References 16 publications
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“…Haciomeroglu et al [9] introduced a new concept as the second pass of their GPU clustering algorithm which resolves leadership chains of clustered agents and aggregates the properties of the cluster members. They implemented a method that utilizes GLSL geometry shader which emits vertices to the same positions calculated according to the cluster leaders and which also utilizes blending feature of the OpenGL to calculate the number of cluster members in addition to summation of their positions and velocities.…”
Section: Second Passmentioning
confidence: 99%
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“…Haciomeroglu et al [9] introduced a new concept as the second pass of their GPU clustering algorithm which resolves leadership chains of clustered agents and aggregates the properties of the cluster members. They implemented a method that utilizes GLSL geometry shader which emits vertices to the same positions calculated according to the cluster leaders and which also utilizes blending feature of the OpenGL to calculate the number of cluster members in addition to summation of their positions and velocities.…”
Section: Second Passmentioning
confidence: 99%
“…Hence, we developed a parallel algorithm consisting of only two rendering passes similar to the method proposed by Haciomeroglu et al [9] that determines the clusters of nearby agents walking with similar velocities using the GPU. The two rendering passes of the proposed algorithm are detailed in the following sections.…”
Section: Analyzing Possible Solutionsmentioning
confidence: 99%
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“…Malinowski et al proposed to a parallel environment to simulate and visualize evacuation scenarios [Malinowski et al 2017], and other researchers used the concept of modular design [Malinowski and Czarnul 2019]. With the assistance of the GPU, the actual running speed of the environment is faster [Haciomeroglu et al 2013]. GPU instance mechanism and LOD (Levels of Detail) technology were used to achieve the real-time rendering of thousands of avatars, but the simulated avatars were homogeneous [Savoy et al 2015].…”
Section: Related Workmentioning
confidence: 99%
“…For example, Guy et al [7] and Golas et al [6] calculated distant agent cluster information for each individual and incorporated it into an agent-based system. Haciomeroglu et al [10] proposed a method to determine the cluster information globally at once which is then used by each individual in the simulation to determine the possible distant collisions. Still, all these studies assume that the distant agents keep their straight trajectories.…”
Section: Literature Reviewmentioning
confidence: 99%