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Improving Boids Algorithm in GPU using Estimated Self Occlusion
by Alessandro R. Silva, Wallace S. Lages, Luiz Chaimowicz


boids img

Abstract

Behavioral models are used in games and computer graphics for realistic simulation of massive crowds. In this paper, we present a GPU based implementation of Reynolds [1987] algorithm for simulating flocks of birds and propose an extension to consider environment self occlusion. We performed several experiments and the results showed that the proposed approach runs up to three times faster than the original algorithm when simulating high density crowds, without compromising significantly the original crowd behavior.

Year/Month: 2008/November
Paper: [PDF]
Bibtex: [BiBTeX]
Video: [YouTube]

ACM Computers in Entertainment (CIE) extended article: [ACM Digital Library]
Title: Boids that see: Using self-occlusion for simulating large groups on GPUs
Year/Month: 2009/December
Article: [Author's Copy PDF]
Bibtex: [BiBTeX]


Authors contact: Alessandro Silva, Wallace Lages, Luiz Chaimowicz