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

ARD Silva, WS Lages, L Chaimowicz - Computers in Entertainment (CIE), 2010 - dl.acm.org
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 …

Applicability of gpgpu computing to real-time ai solutions in games

W Blewitt, G Ushaw, G Morgan - IEEE Transactions on …, 2013 - ieeexplore.ieee.org
This paper reviews developments in general purpose computing on graphics processor
units (GPGPU computing) from the perspective of video-game-related artificial intelligence …

A neighborhood grid data structure for massive 3d crowd simulation on gpu

M Joselli, EB Passos, M Zamith, E Clua… - 2009 VIII Brazilian …, 2009 - ieeexplore.ieee.org
Simulation and visualization of emergent crowd in real-time is a computationally intensive
task. This intensity mostly comes from the O(n^2) complexity of the traversal algorithm …

An adaptative game loop architecture with automatic distribution of tasks between cpu and gpu

M Joselli, M Zamith, E Clua, A Montenegro… - … in Entertainment (CIE), 2010 - dl.acm.org
This article presents a new architecture to implement all game loop models for games and
real-time applications that use the GPU as a mathematics and physics coprocessor, working …

[PDF][PDF] An architeture with automatic load balancing for real-time simulation and visualization systems

M Joselli, M Zamith, E Clua, R Leal-Toledo… - JCIS-Journal of …, 2010 - academia.edu
Nowadays, multithread hardware architectures like multi-core CPUs and GPUs found on
PCs and game consoles (as Microsoft Xbox 360 and Sony Playstation 3) are a trend. Hence …

A distributed architecture for mobile digital games based on cloud computing

M Zamith, M Joselli, EWG Clua… - … on Games and …, 2011 - ieeexplore.ieee.org
Several fields in Computer Science use distributed computing to solve many intensive
computational problems. Digital games use this approach mainly in multiplayer games …

Simple and efficient approximate nearest neighbor search using spatial sorting

M de Gomensoro Malheiros… - 2015 28th SIBGRAPI …, 2015 - ieeexplore.ieee.org
Finding the nearest neighbors of a point is a highly used operation in many graphics
applications. Recently, the neighborhood grid has been proposed as a new approach for …

An architecture with automatic load balancing and distribution for digital games

M Joselli, M Zamith, EWG Clua… - … on Games and …, 2010 - ieeexplore.ieee.org
Distributed computing is being used in several fields to solve many computation intensive
problems. In digital games, it is used mainly in multi-player games, where the majority of the …

[PDF][PDF] Systèmes multi-agents et GPGPU: état des lieux et directions pour l'avenir.

E Hermellin, F Michel, J Ferber - JFSMA, 2014 - lirmm.fr
Résumé Dans le domaine des systèmes multi-agents (SMA), la puissance des CPU
représente parfois un frein qui limite fortement le cadre dans lequel un modèle peut être …

Spatial sorting: an efficient strategy for approximate nearest neighbor searching

M de Gomensoro Malheiros, M Walter - Computers & Graphics, 2016 - Elsevier
Many graphics and also non-graphics applications need efficient techniques to find the
nearest neighbors of a given query point. There are two approaches to address this …