基于GPU的大规模三维人群模拟邻域网格数据结构

M. Joselli, E. Passos, M. Zamith, E. Clua, A. Montenegro, B. Feijó
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引用次数: 34

摘要

紧急人群的实时仿真和可视化是一项计算密集型的任务。这种强度主要来自遍历算法的$O(n^2)$复杂度,这对于所有实体对的接近查询是必要的,以便计算相关的相互交互。以前的工作大大降低了这种复杂性,在现代图形硬件上使用适当的数据结构进行空间细分和并行计算,在实时模拟中实现交互帧率。然而,现有算法的性能受到空间细分单元最大密度的严重影响,该密度通常很高,导致算法不是最优的。在本文中,我们扩展了以前的邻域数据结构,称为邻域网格,并提供了一个模拟体系结构,提供了极低的并行复杂度。此外,我们还实现了一个具有代表性的群集boids案例研究,从该案例研究中,我们以交互帧率运行模拟和渲染多达100万个boids的基准测试。我们注意到,与传统的空间细分方法相比,这项工作可以实现2.94的最小速度提升,具有相似的视觉体验,并且使用较少的内存。
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A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU
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, necessary for the proximity queries of all pair of entities in order to compute the relevant mutual interactions. Previous works reduced this complexity by considerably factors, using adequate data structures for spatial subdivision and parallel computing on modern graphic hardware, achieving interactive frame rates in real-time simulations. However, the performance of existent proposals are heavily affected by the maximum density of the spatial subdivision cells, which is usually high, yet leading to algorithms that are not optimal. In this paper we extend previous neighborhood data structure, which is called neighborhood grid, and a simulation architecture that provides for extremely low parallel complexity. Also, we implement a representative flocking boids case-study from which we run benchmarks with simulation and rendering of up to 1 million boids at interactive frame-rates. We remark that this work can achive a minimum spee up of 2.94 when compared to traditional spatial subdivision methods with a similar visual experience and with lesser use of memory.
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