<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-5546</journal-id>
<journal-title><![CDATA[Computación y Sistemas]]></journal-title>
<abbrev-journal-title><![CDATA[Comp. y Sist.]]></abbrev-journal-title>
<issn>1405-5546</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Investigación en Computación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-55462013000300008</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[GPU Generation of Large Varied Animated Crowds]]></article-title>
<article-title xml:lang="es"><![CDATA[Generación de grandes multitudes animadas y variadas en el GPU]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rudomin]]></surname>
<given-names><![CDATA[Isaac]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Hernández]]></surname>
<given-names><![CDATA[Benjamín]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[deGyves]]></surname>
<given-names><![CDATA[Oriam]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Toledo]]></surname>
<given-names><![CDATA[Leonel]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rivalcoba]]></surname>
<given-names><![CDATA[Ivan]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ruiz]]></surname>
<given-names><![CDATA[Sergio]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Barcelona Supercomputing Center  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Instituto Tecnológico y de Estudios Superiores de Monterrey  ]]></institution>
<addr-line><![CDATA[Ciudad de México ]]></addr-line>
<country>Mexico</country>
</aff>
<aff id="A03">
<institution><![CDATA[,Instituto Tecnológico y de Estudios Superiores de Monterrey  ]]></institution>
<addr-line><![CDATA[ Estado de México]]></addr-line>
<country>Mexico</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>09</month>
<year>2013</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>09</month>
<year>2013</year>
</pub-date>
<volume>17</volume>
<numero>3</numero>
<fpage>365</fpage>
<lpage>380</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-55462013000300008&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-55462013000300008&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-55462013000300008&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[We discuss several steps in the process of simulating and visualizing large and varied crowds in real time for consumer-level computers and graphic cards (GPUs). Animating varied crowds using a diversity of models and animations (assets) is complex and costly. One has to use models that are expensive if bought, take a long time to model, and consume too much memory and computing resources. We discuss methods for simulating, generating, animating and rendering crowds of varied aspect and a diversity of behaviors. Efficient simulations run in low cost systems because we use the power of modern programmable GPUs. One can apply similar technology using GPU clusters and HPC for large scale problems. Such systems scale up almost linearly by using multiple nodes. One must combine parallel simulation and parallel rendering in the cluster with interaction and final rendering in lighter clients. However, in view of the latest developments such as the new family of mobile multicore chipsets and GPU-based cloud gaming platforms, the pieces are almost there for this kind of architecture to work.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[En el artículo se presentan los pasos para simular y visualizar multitudes masivas variadas y animadas en tiempo real, usando el procesador gráfico (GPU). En particular, se discutirán los métodos para la simulación de comportamientos, nivel de detalle, animación y generación de personajes variados. Dada la arquitectura de estas técnicas, se pueden extender a clusters de GPU o en sistemas de cómputo de alto rendimiento (HPC). Estos sistemas son escalables casi linealmente si se incrementa el uso de nodos, sin embargo se deben combinar técnicas de simulación y rendering paralelos. Sin embargo, dados los avances tecnológicos recientes como plataformas de cloud gaming, estas técnicas están listas para funcionar en dichas plataformas.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Simulation]]></kwd>
<kwd lng="en"><![CDATA[real-time crowds]]></kwd>
<kwd lng="en"><![CDATA[rendering and animation]]></kwd>
<kwd lng="es"><![CDATA[Generación]]></kwd>
<kwd lng="es"><![CDATA[simulación]]></kwd>
<kwd lng="es"><![CDATA[animación]]></kwd>
<kwd lng="es"><![CDATA[visualización]]></kwd>
<kwd lng="es"><![CDATA[multitudes]]></kwd>
<kwd lng="es"><![CDATA[tiempo real]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  	    <p align="justify"><font face="verdana" size="4">Art&iacute;culos</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="4"><b>GPU Generation of Large Varied Animated Crowds</b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="3"><b>Generaci&oacute;n de grandes multitudes animadas y variadas en el GPU</b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="2"><b>Isaac Rudomin<sup>1</sup>, Benjam&iacute;n Hern&aacute;ndez<sup>1,2</sup>, Oriam deGyves<sup>3</sup>, Leonel Toledo<sup>3</sup>, Ivan Rivalcoba<sup>3</sup>, and Sergio Ruiz<sup>2</sup></b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>1</i></sup> <i>Barcelona Supercomputing Center, Spain</i><i>.</i> <a href="mailto:isaac.rudomin@bsc.es">isaac.rudomin@bsc.es</a>,<a href="mailto:benjamin.hernandez@bsc.es">benjamin.hernandez@bsc.es</a></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2"><sup><i>2</i></sup> <i>Tecnol&oacute;gico de Monterrey, Campus Ciudad de M&eacute;xico,</i> <i>Mexico.</i> <a href="mailto:sergio.ruiz.loza@itesm.mx">sergio.ruiz.loza@itesm.mx</a></font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>3 </i></sup><i>Tecnol&oacute;gico de Monterrey, Campus Estado de M&eacute;xico,</i> <i>Mexico.</i> <a href="mailto:A00465730@itesm.mx">A00465730@itesm.mx</a>, <a href="mailto:ltoledo@itesm.mx">ltoledo@itesm.mx</a>, <a href="mailto:A01167172@itesm.mx">A01167172@itesm.mx</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2">Article received on 01/02/2013;    <br> 	accepted on 10/08/2013.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p>  	    <p align="justify"><font face="verdana" size="2">We discuss several steps in the process of simulating and visualizing large and varied crowds in real time for consumer&#45;level computers and graphic cards (GPUs). Animating varied crowds using a diversity of models and animations (assets) is complex and costly. One has to use models that are expensive if bought, take a long time to model, and consume too much memory and computing resources. We discuss methods for simulating, generating, animating and rendering crowds of varied aspect and a diversity of behaviors. Efficient simulations run in low cost systems because we use the power of modern programmable GPUs. One can apply similar technology using GPU clusters and HPC for large scale problems. Such systems scale up almost linearly by using multiple nodes. One must combine parallel simulation and parallel rendering in the cluster with interaction and final rendering in lighter clients. However, in view of the latest developments such as the new family of mobile multicore chipsets and GPU&#45;based cloud gaming platforms, the pieces are almost there for this kind of architecture to work.</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> Simulation, real&#45;time crowds, rendering and animation.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2"><b>Resumen</b></font></p>  	    <p align="justify"><font face="verdana" size="2">En el art&iacute;culo se presentan los pasos para simular y visualizar multitudes masivas variadas y animadas en tiempo real, usando el procesador gr&aacute;fico (GPU). En particular, se discutir&aacute;n los m&eacute;todos para la simulaci&oacute;n de comportamientos, nivel de detalle, animaci&oacute;n y generaci&oacute;n de personajes variados. Dada </font><font face="verdana" size="2">la arquitectura de estas t&eacute;cnicas, se pueden extender a clusters de GPU o en sistemas de c&oacute;mputo de alto rendimiento (HPC). Estos sistemas son escalables casi linealmente si se incrementa el uso de nodos, sin embargo se deben combinar t&eacute;cnicas de simulaci&oacute;n y rendering paralelos. Sin embargo, dados los avances tecnol&oacute;gicos recientes como plataformas de cloud gaming, estas t&eacute;cnicas est&aacute;n listas para funcionar en dichas plataformas.</font></p>     <p align="justify"><font face="verdana" size="2"><b>Palabras clave:</b> Generaci&oacute;n, simulaci&oacute;n, animaci&oacute;n, visualizaci&oacute;n, multitudes, tiempo real.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><a href="/pdf/cys/v17n3/v17n3a8.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Acknowledgements</b></font></p>  	    <p align="justify"><font face="verdana" size="2">This work has been partially funded by CONACyT&#45;BSC postdoctoral fellowship; SNI&#45;54067; "Agentes virtuales y Rob&oacute;ticos en Ambientes de Realidad Dual", Tecnol&oacute;gico de Monterrey research initiative. We would also like to thank Nvidia for hardware donations used in some of these algorithms.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>References</b></font></p>  	    ]]></body>
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