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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.
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Avneesh Sud , Russell Gayle , Erik Andersen , Stephen Guy , Ming Lin , Dinesh Manocha, Real-time navigation of independent agents using adaptive roadmaps, ACM SIGGRAPH 2008 classes, August 11-15, 2008, Los Angeles, California
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Jonathan Maïm , Barbara Yersin , Daniel Thalmann, Real-time crowds: architecture, variety, and motion planning, ACM SIGGRAPH ASIA 2008 courses, p.1-16, December 10-13, 2008, Singapore
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