Hardware-accelerated dynamic clustering of virtual crowd members
Article first published online: 8 OCT 2012
Copyright © 2012 John Wiley & Sons, Ltd.
Computer Animation and Virtual Worlds
Volume 24, Issue 2, pages 143–153, March/April 2013
How to Cite
Haciomeroglu, M., Ozcan, C. Y., Barut, O., Seckin, L. and Sever, H. (2013), Hardware-accelerated dynamic clustering of virtual crowd members. Comp. Anim. Virtual Worlds, 24: 143–153. doi: 10.1002/cav.1491
- Issue published online: 17 APR 2013
- Article first published online: 8 OCT 2012
- Manuscript Accepted: 7 SEP 2012
- Manuscript Revised: 3 SEP 2012
- Manuscript Received: 15 NOV 2011
- real-time crowd simulation;
- GPU clustering
In this study, a hardware-accelerated dynamic clustering of moving virtual entities technique is proposed. By clustering virtual entities, both clustered and unclustered virtual agents became more aware of other agents’ topological configurations. Clustering is based on their continuously changing velocity and position vectors. The proposed clustering technique efficiently uses graphics processor's parallel processing capabilities. Therefore, almost no additional central processing unit overhead is required to bring the clustering information into the simulation. In addition, in this paper, how cluster information can be used on top of the proposed virtual human steering technique is explained. The results show that by using the dynamic clustering, the number of collision in the simulation reduces, and the velocities of the the agents in the simulation increase. Copyright © 2012 John Wiley & Sons, Ltd.