Issac Rudomin
ITESM-CEM Estado de México, Mexico
We will discuss our Crowd simulation systems, and compare CPU and our GPU implementation in GLSL. We discuss issues such as behavior, collision detection and avoidance, level of detail, as well as our results, and limitations. We discuss how we are using CUDA instead of GLSL to overcome some of these limitations. Another issue is how much character variety is needed for realistic crowds, and how to genetrate facial and body variety.
MegaCrowd simulation -