GPU-Based Methods
Full Conference One-Day Full Conference
Thursday, 11 December
08:30 - 10:00
Room 302
Session Chair: Edward Angel
GPU Crowd Simulation This first interactive, GPU-accelerated massive crowd simulation (>65,000 agents) combines parallel implementations of a course global-path planning technique with a fine-grained local avoidance model. Jeremy Shopf Christopher Oat Joshua Barczak Advanced Micro Devices, Inc. |
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GPU-Based Scene Management for Rendering Large Crowds A system for rendering crowds of characters with full shadows, in arbitrary environments, with stable performance and excellent visual quality, managing all aspects directly on the GPU. Joshua Barczak Natalya Tatarchuk Christopher Oat Advanced Micro Devices, Inc. |
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GPU Tessellation for Detailed, Animated Crowds A method for rendering detailed crowds of characters using tessellation, instancing, and LOD management, along with a technique to reduce artifacts along uv seams when using displacement mapping. Natalya Tatarchuk Joshua Barczak Budirijanto Purnomo Advanced Micro Devices, Inc. |
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A GPU-Based Approach for Real-Time Haptic Rendering of 3D Fluids An innovative GPU-based approach that enables real-time haptic rendering of high-resolution 3D Navier-Stokes fluids. Meng Yang University of Pennsylvania Jingwan Lu Hong Kong University of Science and Technology Zehua Zhou Alla Safonova Katherine Kuchenbecker University of Pennsylvania |
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