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Crowd Simulation on PS3
Price $5.95
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SKU GDC-06-173
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Description
Crowd Simulation on PS3,
2769

Programming, Lecture

Craig Reynolds
Research Scientist, Sony Computer Entertainment Am
Crowds and other forms of flock-like group motion are modeled with interacting particle systems. These multi-agent simulations are computationally expensive because each agent must identify its nearest neighbors. Time to run the simple implementation grows as the square of the number of agents, so large groups can be prohibitively expensive. This lecture will describe experiments running crowd/flock simulations with thousands of individuals at 60 frames per second on the PLAYSTATION®3. It will discuss how a traditional crowd system can be recast to map efficiently onto the Cell architecture of the PS3. The lecture will include implementation details and live demos will be shown.

Describes a new high performance crowd/flock simulation system designed to make efficient use of the Cell multiprocessor architecture of PLAYSTATION®3. As of today this appears to be the fastest crowd simulation ever built. The current technology demonstration software supports a flock of 7000 individuals at 60 frames per second. The presentation will include demos and detailed discussion of algorithms, data structures and the multiprocessor approach taken in this work.

This lecture is aimed primarily at experienced AI programmers yet may appeal to the broader game programming community. It assumes some familiarity with behavior simulation and steering behaviors. Familiarity with PS3's architecture will help, but architectural details significant to the talk will be explained for the uninitiated.

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