30.07.2015 Views

Actas JP2011 - Universidad de La Laguna

Actas JP2011 - Universidad de La Laguna

Actas JP2011 - Universidad de La Laguna

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Actas</strong> XXII Jornadas <strong>de</strong> Paralelismo (<strong>JP2011</strong>) , <strong>La</strong> <strong>La</strong>guna, Tenerife, 7-9 septiembre 2011A Scalable Visualization System for CrowdSimulationsGuillermo Vigueras, Juan M. Orduña, Miguel Lozano y Víctor Fernán<strong>de</strong>z-Bauset 1Abstract— The visualization system of large-scalecrowd simulations should scale up with both the numberof visuals (views of the virtual world) and thenumber of agents displayed in each visual. Otherwise,we could have large scale crowd simulationswhere only a small percentage of the population isdisplayed. Several approaches have been proposed inor<strong>de</strong>r to efficiently ren<strong>de</strong>r crowds of animated characters.However, these approaches either ren<strong>de</strong>r crowdsanimated with simple behaviors or they can only supporta few hundreds of user-driven entities. In thispaper, we propose a distributed visualization systemfor large crowds of autonomous agents that allows thevisualization of the crowd without adding significantoverhead to the simulation servers. The proposed implementationcan be hosted on <strong>de</strong>dicated computersdifferent from the servers, and it takes advantage ofthe Graphics Processor Unit (GPU) capabilities. Asa result, the performance evaluation shows that thousandsof agents can be ren<strong>de</strong>red without affecting theperformance of the simulation servers. These resultssuggest that the <strong>de</strong>sign of the visual client allows toadd multiple visuals for displaying large crowds.Keywords— Distributed simulation, parallel ren<strong>de</strong>ringI. IntroductionLA rge scale crowd simulations are becoming essentialtools for many virtual environment applicationsin education, training, and entertainment [1],[2]. In or<strong>de</strong>r to <strong>de</strong>al with the computational complexityof large scale simulations, different proposals havebeen ma<strong>de</strong> for achieving both very populated scenes[3] and scalable autonomous behaviors [4], [5]. However,the scalability of autonomous complex agents(crowd simulations) is still an open issue in spite ofthese efforts.In previous works, we proposed a distributed systemarchitecture that can simulate large crowds ofautonomous agents at interactive rates [6], [7], [8],and it can take advantage of the inherent scalabilityof manycore computer architectures [9]. However, inor<strong>de</strong>r to make a truly scalable system for crowd simulations,the visualization system (the module responsibleof ren<strong>de</strong>ring the images of the virtual world)should also be addressed. The visualization systemshould scale up with both the number of visuals(cameras focusing on the virtual world) and the numberof agents displayed in each camera. Otherwise,we could have large scale crowd simulations whereonly a small percentage of the population could beren<strong>de</strong>red (displayed).In this paper, we propose a distributed visualizationsystem that allows the visualization of the virtualworld without adding significant overhead to thesimulation servers, regardless of both the number of1 Dpto. <strong>de</strong> Informática, Univ. <strong>de</strong> Valencia e-mail:{Guillermo.Vigueras,Juan.Orduna}@uv.esvisuals and the number of agents ren<strong>de</strong>red by eachvisual. In or<strong>de</strong>r to achieve this goal, the visualizationsystem consists of a visual client process (VCP)for each camera, and each VCP is hosted on a computerdifferent from the ones hosting the simulationservers. In this way, the connection of the visualclient does not significantly affects the performanceof the simulation system. The proposed implementationmigrates different ren<strong>de</strong>ring tasks of the VCPfrom the CPU to the Graphics Processor Unit (GPU)of the hosting computer, reducing the CPU workloadof the visual client and increasing throughput. Also,we use skinned instancing for reducing the ren<strong>de</strong>ringworkload. As a result, the performance evaluationshows that thousands of agents can be ren<strong>de</strong>redwithout affecting the performance of the simulationservers. These results suggest that the <strong>de</strong>sign of thevisual client allows to add multiple visuals for displayinglarge crowds.The rest of the paper is organized as follows: sectionII shows some related work about visual clientsfor crowd simulations. Section III briefly <strong>de</strong>scribesthe distributed architecture for crowd simulationthat was previously proposed, and it shows the scalabilityproblems arising when connecting a VCP tothis kind of systems. Next, section IV <strong>de</strong>scribes theproposed implementation for the distributed visualclient, and section V shows the performance evaluationof the proposed implementation. Finally, sectionVI shows some conclusions.II. Related WorkFrom the graphics community, several approacheshave been proposed in or<strong>de</strong>r to efficiently ren<strong>de</strong>rcrowds of animated characters. Image-based [10] andPoint-based [11] techniques obtain interactive framerates when ren<strong>de</strong>ring crow<strong>de</strong>d animated scenes byreducing the geometrical complexity of the 3D charactersmeshes. Other approaches use efficient parallelgraphic techniques to provi<strong>de</strong> interactive graphicsperformance for crow<strong>de</strong>d scenes [12]. Although thesegraphic-based approaches obtain good frame rates,they are not focused on providing scalable architectures.Other proposals [13] combine parallel architectureswith efficient graphic techniques to simulateand to display thousands of individuals. In this case,authors use the Cell processor architecture withoutconsi<strong>de</strong>ring scalability issues.From the distributed simulation arena, there havebeen several approaches oriented to handle multiplayergames [14], [15]. Other works use the HLAarchitecture [16] combining classical scene graphswith simulated fe<strong>de</strong>rations to provi<strong>de</strong> interactive<strong>JP2011</strong>-335

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!